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loutil wrote:Pardon my ignorance...but what are the new escalating spoils?
owenshooter wrote:huh? what is he talking about? is he having a laugh? the black jesus is confused..-el Jesus negro
IcePack wrote:My issue with it is it's taking it further and further from Risk. While I know CC is more than just a Risk style game, most of us came here looking for that game. Changing the way esc works makes it less like the game people came here to play, and if it changes too much eventually people will go elsewhere to find a system that plays like Risk.
IcePack wrote:My issue with it is it's taking it further and further from Risk. While I know CC is more than just a Risk style game, most of us came here looking for that game. Changing the way esc works makes it less like the game people came here to play, and if it changes too much eventually people will go elsewhere to find a system that plays like Risk.
Metsfanmax wrote:IcePack wrote:My issue with it is it's taking it further and further from Risk. While I know CC is more than just a Risk style game, most of us came here looking for that game. Changing the way esc works makes it less like the game people came here to play, and if it changes too much eventually people will go elsewhere to find a system that plays like Risk.
I do not agree. How many people have played "real" Risk and ever got to the point where cashes reach 100 troops? I suppose it might happen in competitive play but I've never gotten close in over-the-board play, even though it's obviously possible.
IcePack wrote:Metsfanmax wrote:IcePack wrote:My issue with it is it's taking it further and further from Risk. While I know CC is more than just a Risk style game, most of us came here looking for that game. Changing the way esc works makes it less like the game people came here to play, and if it changes too much eventually people will go elsewhere to find a system that plays like Risk.
I do not agree. How many people have played "real" Risk and ever got to the point where cashes reach 100 troops? I suppose it might happen in competitive play but I've never gotten close in over-the-board play, even though it's obviously possible.
Clearly we disagree then. Even if I said 100's! To the original question, which was rhetorical, it wouldn't sway your personal opinion.
I have no problem giving additional spoils options, but I would like the option of being able to keep the "classic" game classic and not get further away from it. Without specific numbers it's impossible to answer your questions, maybe that's the point. Any sort of sampling will obviously be of small scale, so outside of that were just arguing opinions.
owenshooter wrote:wait, wait, wait... after you reach 100? pshaw... kuddos on the change... the black jesus has flip flopped...-el Jesus negro
IcePack wrote:My issue with it is it's taking it further and further from Risk. While I know CC is more than just a Risk style game, most of us came here looking for that game. Changing the way esc works makes it less like the game people came here to play, and if it changes too much eventually people will go elsewhere to find a system that plays like Risk.
vexx wrote:Could a simple solution be to offer both "classic" escalating & "steroid" spoils?
+1. It should be an option but not forced on everyoneIcePack wrote:vexx wrote:Could a simple solution be to offer both "classic" escalating & "steroid" spoils?
This. Adapt if you must but why remove what people have been using?
Dukasaur wrote:IcePack wrote:My issue with it is it's taking it further and further from Risk. While I know CC is more than just a Risk style game, most of us came here looking for that game. Changing the way esc works makes it less like the game people came here to play, and if it changes too much eventually people will go elsewhere to find a system that plays like Risk.
Well, this is an extremely important point, and one that I addressed several times in the original debate.
The fact is, the old way of doing escalating worked fine, on a map with 42 terts, where nobody ever deployed more than 10 or 12 troops without cards. On that map, with that bonus structure, you would be able to blow open an enemy by cashing a set.
On maps like Supermax or Fractured China or Hive or AOR2 or KC2, where people are deploying 25 or 50 or 100 troops per turn without cards, the old escalating spoils system simply doesn't do anything. It basically becomes irrelevant in the face of the modern CC maps and their humungous bonus structures.
So, are we getting farther and farther from the original game of Risk? Yes we are. But this change doesn't originate with the spoils system. This change originates with the trend in maps towards ever bigger maps with ever more generous bonus structures. Give credit where credit is due: the change is escalating spoils was brought about as a response to the prevailing trend. It's an attempt to rebalance a situation which had become grossly imbalanced.
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