[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [risk] Reinforcements idea
All of John's ideas [listed below] would make the game
smoother and less jumbled, and would balance some of the
inequalities in Risk. My opinion on the matter is that Risk
is fun because it's messy and armies go flying down
everywhere. And yeah, it's not accurate, smooth, or fair,
but who cares? You want accurate, smooth, and fair, then
play Advanced Squad Leader or something.
I think the best idea to implement would be the idea of each
turn getting a portion of your reinforcements. The
difficulty that would need addressing would be the changes
in territory while the turns were taking place. I came up
with an idea. I'm not sure how good it is. The plus side
is each turn you get at least one army. The down side is it
would be hard to predict exactly how many armies you were
going to get each turn.
Here's the best I could come up with:
Each turn you get the number of reinforcements divided by
three. (Three is an arbitrary number. I chose it because
at the beginning of most games, people get three armies. The
system would work with almost any divisor.)
The obvious problem comes when someone gets a number of
armies not easily divisible. My solution is that you get
the absolute value of the number, and the fraction of an
army gets carried over to the next turn. When the fractions
add up to a whole, the player gets that army. For example:
Player A has 12 countries at the end of turn 1. at the
beginning of turn 2, Player A gets 4 armies (because of the
9 countries) divided by 3 (the arbitrary number) equals
1.3333333 army. Player A gets the one army. The .333333
gets carried over to the next turn.
Continent bonuses would work the same way. For example:
Player A captures one country (for a total of 13) and Africa
and holds it at the end of turn 2. A the beginning of turn
three Player A gets 7 armies (4 for owning 13 countries and
5 for owning Africa), divided by 3, plus the .33333 from the
previous turn. All this equals 7/3 = 2.33333 + .33333 =
2.66666. Player A would get 2 armies and the .666666 would
carry over to the next turn.
Again, it's way too confusing for a human to keep track of,
but the computer could do it. T
>
> In order to keep the game moving, we would probably have to do the
> deployment and movement commands at the same time, so some additional
> restrictions might be needed, such as some or all of:
>
> * Armies cannot deploy and move (ie attack) in the same turn.
> * Continent bonuses must be deployed on the continent.
> * Size of deployment restrictions? ( cannot more than double the amount of
> armies due to deployment, or cannot deploy more than the sum of the armies
> currently in the territory and neighboring occupied territories )
>
> ~ John Williams
>