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administrat0r wrote:1) Ensuring a more even drop. Surely it would be easy to program that each player only receive a certain number of terts per region. Players starting with region bonuses is unnecessarily unfair.
administrat0r wrote:2) First turn advantage. 2 tournament rounds started for me today: 6 games. I have the 2nd turn in every single one. It should be fairly simple to ensure that each player goes 1st in at least 1 of the 3 games, or 2 of the 5 games etc. If you wanted to do something a little more tricky, the first turn advantage could be seeded on points: lower seed gets the advantage of going first 2/3 games for example.
administrat0r wrote:I know that a lot of people also complain about the dice, I don't think this would be an easy fix. But as an aside, the Frankenstein nature of the dice can be a little unnerving, it produces some strong anxiety you never know if you're going to take 15 troops without losing a single one, or lose 8 troops take 1 troop. It is especially disheartening in speed games where auto rolling is a must. I am guessing it has been addressed over and over again here; and though I don't know very much about programming, I imagine programming the dice to be less erratic would be far more challenging than the simple suggested improvements I put earlier.
YukFoo wrote:In the game of Risk, each player takes turns choosing 1 region at a time. Highest roll of the dice chooses first, and then it goes clockwise around the board. After all the regions are chosen, then each player takes turns placing their troops.
I call this true manual.
As each region is chosen one at a time, there is the opportunity to both eliminate this known bad drop problem, and ensure the absolute fairest game start possible!
Not this fake manual that conquer club uses, whereby your regions are automatically chosen for you!. Automatically chosen is like the opposite of manual!
saxitoxin wrote:deaths among the unvaccinated are higher.
saxitoxin wrote:deaths among the unvaccinated are higher.
mookiemcgee wrote:Maps like Pearl Harbor shouldn't be used in 1 v 1 tourneys unless they are poly. When a player can have 14+ drop on his first turn there isn't much point in even playing we might as well draw straws or flip a coin.
YukFoo wrote:In the game of Risk, each player takes turns choosing 1 region at a time. Highest roll of the dice chooses first, and then it goes clockwise around the board. After all the regions are chosen, then each player takes turns placing their troops.
I call this true manual.
As each region is chosen one at a time, there is the opportunity to both eliminate this known bad drop problem, and ensure the absolute fairest game start possible!
Not this fake manual that conquer club uses, whereby your regions are automatically chosen for you!. Automatically chosen is like the opposite of manual!
Dukasaur wrote:mookiemcgee wrote:Maps like Pearl Harbor shouldn't be used in 1 v 1 tourneys unless they are poly. When a player can have 14+ drop on his first turn there isn't much point in even playing we might as well draw straws or flip a coin.
The answer to this is the same as the answer to all the problems of unbalanced drops, unbalanced starts, unbalanced dice, unbalanced cards: taking any one example in isolation it seems extremely unfair, but nobody plays just one game. If I play 100 1v1 games on Pearl Harbour, there will be games where the ridiculous drop favours my opponent, there will be times when it favours me, and there will be times when it will work out about equal. Set the good against the bad and they will probably roughly balance out, leaving the neutral ones to determine my long-term success rate.
Hooch wrote:Everyone has dice averages of 3.5, sometimes those averages are more average than others, that is the bad thing.
Mad777 wrote:Does the risk board game rule get region cards distributed to player face down then you start to place your troops?
Mad777 wrote:YukFoo wrote:In the game of Risk, each player takes turns choosing 1 region at a time. Highest roll of the dice chooses first, and then it goes clockwise around the board. After all the regions are chosen, then each player takes turns placing their troops.
I call this true manual.
As each region is chosen one at a time, there is the opportunity to both eliminate this known bad drop problem, and ensure the absolute fairest game start possible!
Not this fake manual that conquer club uses, whereby your regions are automatically chosen for you!. Automatically chosen is like the opposite of manual!
Does the risk board game rule get region cards distributed to player face down then you start to place your troops? meaning you are not choosing which territ you placing your troops, if so the site Manual mode works the same with the difference playing standard or freestyle, if you chose the Freestyle manual sunny mode and all players decide to start together their turn then you have the exact same outcome as the board game, don’t you?
We never played in such a mode where player chose a territory, because who start first to chose can take advantage as well rather than getting randomly territories card.
Dukasaur wrote:mookiemcgee wrote:Maps like Pearl Harbor shouldn't be used in 1 v 1 tourneys unless they are poly. When a player can have 14+ drop on his first turn there isn't much point in even playing we might as well draw straws or flip a coin.
The answer to this is the same as the answer to all the problems of unbalanced drops, unbalanced starts, unbalanced dice, unbalanced cards: taking any one example in isolation it seems extremely unfair, but nobody plays just one game. If I play 100 1v1 games on Pearl Harbour, there will be games where the ridiculous drop favours my opponent, there will be times when it favours me, and there will be times when it will work out about equal. Set the good against the bad and they will probably roughly balance out, leaving the neutral ones to determine my long-term success rate.
saxitoxin wrote:deaths among the unvaccinated are higher.
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