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  1. #1 / 25
    Where's the armor? Mongrel
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    1.) Territory bonus multipliers- a number M post-multiplied to a territory bonus.

    For example, +2 for each territory, or +100 for each of 5 territories held.

    2.) Fractional M. Also fractional bonuses for continents.

     

    1 is what I really want.


  2. #2 / 25
    They see me rollin' IRoll11s
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    Ummm... can you explain 1 a little bit better? While you're at it can you explain 2 a little bit better too?

    Not that I can implement them, but I'm curious.

    -John Hancock-

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    Premium Member Yertle
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    Fractional bonuses sound blech, just sound like they could be overly confusing and annoying.
    I'm with 11s though, dunno what is meant with the M, or the way I sort of understand is that this is already possible (A = +2, B = +2, A+B = +100, but I'm not sure that's what you mean)?


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    Standard Member Morbo
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    Here's how I interpret what you are saying...
    1 territory = +2
    2 territories = +4
    3 territories = +6
    4 territories = +8
    5 territories = +10 *10 = +100
    6 territories = +12 *10 = +120
    7 territories = +14 *10 = +140
    8 territories = +16 *10 = +160
    9 territories = +18 *10 = +180
    10 territories = +20 *20 = +400
    11 territories = +22 *20 = +440
    etc...

    Is that what you mean? Why do you want that? First person to be able to hold 5 territories would automatically win.


  5. #5 / 25
    Where's the armor? Mongrel
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    Even simpler than that.

    I the end, the multiplier would accomplish a bonus of +M for every N territories owned, with linear growth.

    In classic risk:

    9 territories/3, round down= +1 territory bonus
    10 territories/3, round down= +1 territory bonus
    11 territories/3, round down = +1 territory bonus
    12 territories/3, round down = +2 territory bonus
    13 territories/3, round down = +2 territory bonus
    14 territories/3, round down = +2 territory bonus
    15 territories/3, round down = +3 territory bonus
    16 territories/3, round down = +3 territory bonus

    With a multiplier the designer can specify a predetermined number, M that is multipied through this list
    So if I set the bonus multiplier to 5, then it looks like

    (9 territories/3, round down)*5= +5 territory bonus
    (10 territories/3, round down*5= +5 territory bonus
    (11 territories/3, round down*5 = +5 territory bonus
    (12 territories/3, round down)*5 = +10 territory bonus
    (13 territories/3, round down)*5 = +10 territory bonus
    (14 territories/3, round down)*5 = +10 territory bonus
    (15 territories/3, round down)*5 = +15 territory bonus
    (16 territories/3, round down)*5 = +15 territory bonus
    and so on...

    Thinking of making a big unit map, and I still want the "jumps" in territory bonus.


  6. #6 / 25
    Standard Member Morbo
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    You could accomplish this with the current system by having zero bonus per territory and rely souly on creative continent bonuses


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    Where's the armor? Mongrel
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    Doing so would be a nightmare.


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    Premium Member Kjeld
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    So what your asking for, Mongrel, is to have a board setting to give X units for every Y territories?

    Right now X is locked to 1, and map-makers can only adjust Y.

    Edited Thu 15th Apr 13:38 [history]

  9. #9 / 25
    Where's the armor? Mongrel
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    I had that in my last explanation, must have deleted it. Yes.


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    Premium Member Yertle
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    Makes sense now and sounds cool!


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    They see me rollin' IRoll11s
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    Gotcha, does sound cool =]

    -John Hancock-

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    Standard Member RiskyBack
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    *sigh* I kinda like having to find fraked up ways of making unique bonus systems. Yeah, they are a pain to input and to explain sometimes but half the fun of map making is trying to figure out how to do what you want to do.

    The Status is NOT quo

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    Enginerd weathertop
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    you wanna wrack your brain? i'm trying to find a way to incorporate the actual board rules from this game. best i can do within the current system is to have a simple 1 and 2 bonus system...

    I am a man.
    I can change,
    If I have to...
    I guess

    Amen

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    Where's the armor? Mongrel
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    I guess the idea was to be able to "multiply a board" by a factor of M (continent and territory bonuses, initial distribution) to even out the dice variation.


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    Standard Member Morbo
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    weathertop wrote:

    you wanna wrack your brain? i'm trying to find a way to incorporate the actual board rules from this game. best i can do within the current system is to have a simple 1 and 2 bonus system...

    You would have to create a continent for every possible combination of territories as well as a boat load of negative bonuses to negate overlapping of continent bonuses.  It would be quite the feat but it IS possible.


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    Standard Member Morbo
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    oh wait... you were talking about something different. i didnt see the link under the word 'game'. well whatever...


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    Standard Member RiskyBack
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    weathertop wrote:

    you wanna wrack your brain? i'm trying to find a way to incorporate the actual board rules from this game. best i can do within the current system is to have a simple 1 and 2 bonus system...

    I think I would use the Abandon to Neutral gimmick from Duck Hunt.  Maybe have hands outside of the game board placing the pieces as the shot gun.  Limit attacks to like 3.  Triangles and squares would be worth bonuses and the Hex with all connections would be worth a HUGE bonus.  You could also make the Hex's Neutral capitals so if you take them you best be able to keep them.

    If you wanted to add negative bonuses for broken squares or triangles that could be fun also.  It would be a game of forcing your opponent to make a choice and pick correctly kinda like in an actual game of Tic-Tac-Toe.

    There aren't that many territories so it wouldn't be any more work than Hording up a large map but you'd probably have to have a print out and cross stuff out as you make the bonus system to be sure you don't miss anything.

    Anyways, it's stuff like that that makes map making fun for me.  I have a whole slew of images that I stare at sometimes trying to figure out how I can make what I want to do work and that usually leads to me discovering something else and making something new.  On TOS, my Welcome to the Hell Mouth map didn't work with the Collectors Bonus but it let me make Risky Kong which was one of my favs to play.  I'm just saying that is part of the enjoyment I get from map making.

    The Status is NOT quo

  18. #18 / 25
    Standard Member EnixNeo
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    Mongrel wrote: Even simpler than that.

    I the end, the multiplier would accomplish a bonus of +M for every N territories owned, with linear growth.

    In classic risk:

    9 territories/3, round down= +1 territory bonus
    10 territories/3, round down= +1 territory bonus
    11 territories/3, round down = +1 territory bonus
    12 territories/3, round down = +2 territory bonus
    13 territories/3, round down = +2 territory bonus
    14 territories/3, round down = +2 territory bonus
    15 territories/3, round down = +3 territory bonus
    16 territories/3, round down = +3 territory bonus

    With a multiplier the designer can specify a predetermined number, M that is multipied through this list
    So if I set the bonus multiplier to 5, then it looks like

    (9 territories/3, round down)*5= +5 territory bonus
    (10 territories/3, round down*5= +5 territory bonus
    (11 territories/3, round down*5 = +5 territory bonus
    (12 territories/3, round down)*5 = +10 territory bonus
    (13 territories/3, round down)*5 = +10 territory bonus
    (14 territories/3, round down)*5 = +10 territory bonus
    (15 territories/3, round down)*5 = +15 territory bonus
    (16 territories/3, round down)*5 = +15 territory bonus
    and so on...

    Thinking of making a big unit map, and I still want the "jumps" in territory bonus.

    I think that's a great idea.  It would essentially just scale up the minimum unit bonus which right now is arbitrarily set to +1/(X # of territories)


  19. #19 / 25
    Where's the armor? Mongrel
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    In fact, this would be one way to test maps. Scale all bonuses, starting units, starting neutrals, by a factor of 100, and see if the board breaks. I doubt this would determine if a board plays well, but it could catch any glaring defects/seat bias.


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    They see me rollin' IRoll11s
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    That would almost guarantee a break. Let's say you have a 'normal map' with 2 players and 3 units on each starting territory. If you played the same game with 300 on each territory and let me go first, I would win the first turn. =]

    -John Hancock-

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