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RiskII SameTime mode

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RiskII SameTime mode

Postby vskarica on Mon Nov 01, 2010 4:13 pm

It seems that this has been spoken of but I can't seem to find topic, so forgive me if I’m repeating someone’s suggestion.

In PC game RISKII there is a “SameTime” mode of plying. I was ecstatic over this concept when I’ve discovered it and I don’t see a reason why it couldn’t be incorporated in Conquer Club other than copyright protection if it exists. If it does exist then maybe some workaround version of it.

http://www.iwin.com/games/risk-ii

It would be just another “Play Order” option with other options as they are so some annoying perks like 1by1 land picking can be avoided.

It shortens turn length to 24h max (beautiful for crowded games), yet don’t provoke hart attack rush that “Freestyle” does (there are people here actually old enough to suffer some).



Concise description:
  • Taking idea of SameTime mode from Risk II

Specifics/Details:
  • adding “SameTime” mode to “Play Order” option

How this will benefit the site and/or other comments:
  • Faster turn (as fast as “Freestyle”),
  • No hart attack,
  • More fun
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Re: RiskII SameTime mode

Postby Darwins_Bane on Mon Nov 01, 2010 4:28 pm

can you expand on this idea more? Dont just link to the site, i cant see what you mean lol. What exactly do you mean by you shorten the turn length to 24hrs, its already only able to be an hour long.
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Re: RiskII SameTime mode

Postby drunkmonkey on Mon Nov 01, 2010 7:39 pm

This would not be possible on CC. IIRC, play goes like this:

-Deployment phase - All players deploy at once (would work like Manual deployment, but every turn).
-Attack declarations phase - All players declare all of their attacks for the turn. This is done secretly, similar to Manual deployment. You may only attack to adjacent regions - no chained attacks each turn.
-Attack phase - All attacks are revealed & then carried out in no particular order. Here's the tricky part - each player would need to be online for their attack rolls. In the case two or more players attacked the same region, all attackers would need to be online at once.
-Fortification phase

Not only is this impossible due to the attack issues I pointed out, but the game would actually take longer, as players would have to log on for 4 separate phases each turn, and you can't advance to the next phase until everyone has completed the last.
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Re: RiskII SameTime mode

Postby vskarica on Tue Nov 02, 2010 6:42 am

Not necessarily.

First deployment phase would actually take first turn. Yes. As it usually does anyway.

Attack declarations phase, Attack phase and Fortification phase as you call can happen in one turn as well, only not first one.

Only difference would be in order of phases:
Fortification phase (movement and reinforcement), Attack declarations phase, Attack phase
You can't do movement last because in one turn you can't predict where trupes will and up and in what numbers.

It could (if you insist) support as many chained attacks as one wants, but chain would brake upon troop depletion and one would have to predetermine with how many troupes attack would continue for each chain link. RiskII calls it Surge attack and allows only one per turn with 1 territory depth. That rule may as well be inherited, all doe not necessarily. Since everything is happening near simultaneously I'd drop it altogether and let the players resolve things one territory at the time to avoid any further confusion.

Therefore everything would still happen at once and in one turn with all players being done within 24h, with out the need for state checking in panic, like in Freestyle.
I'm not excluding possibility that lots of players might actually love rush property of Freestyle, I'm just not one of them.

Players' turns are actually just submitted settings of things to be done ones turn is ready to execute. Turn executes once last player submits its settings, or on 24h countdown from last execution, so all settings may as well happen simultaneously with out interferences or waiting for other players. Only thing to wait for is execution it self. One my even be able to reconsider and resubmit it's settings before it's to late, because it wouldn’t effect other players.

Because Fortification phase is first to execute players wouldn’t actually know exact location of enemy troupes (as in war one rarely does), but just the state they were in at the end of last turn.

Only thing missing is (step by step) animation one might observe instead of stumbling through log to figure out what has exactly happened once turn is executed. It would be nice to have such animations in all games. In more detailed animation one's luck/unluck with dice would also be visible (maybe even scientifically studied).

Yes, there is also problem with first deployment being based on each players turn, and rest of turns being execution based, but you are bunch of smart people, so I'm sure you'll figure something out. :)

For those unfamiliar with “SameTime” mode from Risk II:
(I thought it was well known, my bad)

Execution resolves in this order (not necessarily in Conquer Club version):

1. Border clashes – when two territories are both attacking each other (two invasion forces meet)
2. Mass invasions – when one territory is being attacked from multiple territories by one or more players.
3. Invasions – one territory attacks another territory.
4. Spoils battle – if Mass invasion bay multiple players is success, surviving invaders fight each other for territory.
5. Surge attacks – chained attacks

It is actually much simpler to download game and try it out in its 20 or so minutes of demo then it is to explain all that's going on in it.
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Re: RiskII SameTime mode

Postby Darwins_Bane on Tue Nov 02, 2010 12:12 pm

I'm sorry, but I really don't see this option ever being implemented. We can't copy any other sites, and we already have our own way of playing. why would we create a second site of risk II anyways?
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Re: RiskII SameTime mode

Postby vskarica on Tue Nov 02, 2010 1:57 pm

???

-It’s not sight. It’s desktop game.

-RiskII has god idea that should have inspired anyone, not just CC developers.

-I’m not suggesting stealing, if for no other reason then because as such it wouldn’t work on CC type of game. Hard work is needed to develop and implement another concept that works for CC.

-If no one cares than what’s this topic for anyway. Design management?

I hope your stand towards this isn’t reflection of general attitude.
LOL. I’m actually kind of down right now. :)
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Re: RiskII SameTime mode

Postby nebsmith on Tue Nov 02, 2010 9:59 pm

I've mentioned this before in one of the dice threads, can't remember which one, there are so many.

The players don't have to be online when the attacks happen, but it would be longer because each turn would have to be split into two parts

1) deployment and designating all your attacks
the attacks can be carried out automatically, so you don't need to be there when they happen

2)reinforcement

So either you have to check in twice every 24 hours, which i dont think would work, or each round takes up to 48 hours. Again not good.

I suppose it could be played as a speed game but i think you'd need something like 20-30 mins a turn. setting up all those attacks can be complex.

there are some points not mentioned in the preceeding posts
1) In straightforward attacks the attacker wins with a tie. In border clashes a tie is a tie no-one wins

2) The dice are 12 sided and as the stack size increases the proportion of high numbers on the dice increase

3) you can attack multiple adjacent territories with one stack. a stack of 20 could be split to attack 3 different bordering territories with 10, 5 and 4 men for example.

all of which means you tend to make a lot of attacks each round and have to do a lot of planning, so even 30 minutes a round might be too short.

so I don't see it working online, which is a pity because it's fun to play. Having said that, the real beauty of risk is its simplicity and riskII has lost that. Risk is a better game.
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Re: RiskII SameTime mode

Postby vskarica on Wed Nov 03, 2010 4:58 am

The players don't have to be online when the attacks happen, but it would be longer because each turn would have to be split into two parts

1) deployment and designating all your attacks
the attacks can be carried out automatically, so you don't need to be there when they happen

2)reinforcement


If you first do reinforcement and then deployment and designating all your attacks, it can be done in one move. Reinforcements would therefore be invisible until execution but I believe it would only make things more interesting.

As fare as dice type or win/lose control ratio, tray don’t have to be copied. In fact entire idea should go through such rigorous rethinking process that it's no longer same idea, but new CC thing as good as the first one only CC compatible.

Not that CC as such is in any way bad. After all it's my favorite browser game. It's just that RII idea ticked my imagination a bit and I saw it as an opportunity for CC to grow in interesting new ways.
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Re: RiskII SameTime mode

Postby nebsmith on Thu Nov 04, 2010 2:29 pm

vskarica wrote:
The players don't have to be online when the attacks happen, but it would be longer because each turn would have to be split into two parts

1) deployment and designating all your attacks
the attacks can be carried out automatically, so you don't need to be there when they happen

2)reinforcement


If you first do reinforcement and then deployment and designating all your attacks, it can be done in one move. Reinforcements would therefore be invisible until execution but I believe it would only make things more interesting.



No. Personally i wouldn't enjoy playing a game where i didn't know how many i was attacking, that would be far too random. it would mean another element down to luck besides the dice and could utterly destroy your stategy for the round.
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Re: RiskII SameTime mode

Postby vskarica on Fri Nov 05, 2010 2:31 am

Yes. :) Wicked, Isnt it.:D
Bit like poker.
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Re: RiskII SameTime mode

Postby vskarica on Sat Nov 06, 2010 12:19 pm

What I’m saying is this.

Point one. It's the closest that turn-based game has come to real-time like use of tactics.
Point two. It’s the closest that real-time player can come to turn-based like strategizing and no-rush playing.

Best of both worlds.
…as far as I know.

I think it’s worth pursuing.

Yes, I know it’s so much work that it’s practically creating entire new game, I just hade a need to share my thoughts on this because as a strategy game worshiper, idea blew me.
I guess I’ve never really expected it to pass anyway.
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Re: RiskII SameTime mode

Postby Donlarry on Mon Nov 15, 2010 12:52 pm

play a speed game on freestyle its the same thing
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Re: RiskII SameTime mode

Postby drunkmonkey on Mon Nov 15, 2010 1:41 pm

Donlarry wrote:play a speed game on freestyle its the same thing


Not even remotely close to what's being suggested.
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Re: RiskII SameTime mode

Postby vskarica on Mon Dec 20, 2010 8:30 am

Ok.

I've found web game that works similar, even better then I've suggested.
I'm not posting URL for I don't know if it's inappropriate towards CC. (I would like permission from admin/moderator/… doe)

It doesn't allow moved forces to attack, but they are involved in defense, thus doling radical surprises. Forces movement can also be done to adjacent territory only.

Problem with it is that winner becomes obvious in the cca middle of the game since its missing spoils and chained attacks. They have worked around it by adding "Forfeit Game" option. :)

It also lacks ability to attack multiple territories from one, reinforce multiple territories from one, and converging attacks from multiple territories.

The point is it's doable and playable.
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