Author Topic: Risk - planning  (Read 25997 times)

Offline Plasmarobo

  • Member
  • Salutes: 41
    • [MM]
    • 24
    • 32 
    • View Profile
Re: Risk - planning
« Reply #15 on: August 05, 2013, 08:52:34 am »
You could easily do subs and guest-matches. If the MM can't make it, we could just ask Corvus or someone to fight for us. I think we're all friends here (or you know, go to hell)!

But I am so on board for this.

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #16 on: August 05, 2013, 11:27:02 am »
Yeah. I'll probably have a pretty open subs policy. If you can't make it, just ask somebody else. Heck, even say "Need a few engineers for a match" in global if you need it. I don't want to make it so teams can't play.

Still working on a google doc for this. I'll share it once I have the basic rules out.

Offline Sgt. Spoon

  • Member
  • Salutes: 112
    • [Keno]
    • 3
    • View Profile
Re: Risk - planning
« Reply #17 on: August 06, 2013, 06:10:37 pm »
Challenging, but very interesting if you'd manage pull it off
« Last Edit: August 06, 2013, 06:18:26 pm by Sgt. Spoon »

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #18 on: August 06, 2013, 07:47:23 pm »
ALRIGHY!

If your clan/team might be even slightly interested in participating in this event, it would be great if I could get a logo, no bigger than 128 by 128 please. No pressure, I'm not going to close the signups or anything. Just testing something out.

Offline Skrimskraw

  • Member
  • Salutes: 160
    • [GwTh]
    • 21 
    • 45
    • 45 
    • View Profile
Re: Risk - planning
« Reply #19 on: August 07, 2013, 05:57:22 am »
just 1 questions, will there be missions or is it just world domination?

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #20 on: August 07, 2013, 11:51:57 am »
Oh right the missions in risk. I never really played that way. What do you guys think? I actually forget how the missions worked.

Offline Skrimskraw

  • Member
  • Salutes: 160
    • [GwTh]
    • 21 
    • 45
    • 45 
    • View Profile
Re: Risk - planning
« Reply #21 on: August 07, 2013, 12:07:39 pm »
usually a mission would go as:
conquer 2 continets, (roughly the same size)
destroy target player
conquer 24 territories
conquer 18 territories with atleast 2 armies.


the missions make it more interesting, as the underdog can be brewing a plan and then take the gold in 1-2 rounds.

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #22 on: August 07, 2013, 01:25:22 pm »
Wait, take 2 continents? That seems a bit hard.

Offline Skrimskraw

  • Member
  • Salutes: 160
    • [GwTh]
    • 21 
    • 45
    • 45 
    • View Profile
Re: Risk - planning
« Reply #23 on: August 07, 2013, 01:56:06 pm »
Wait, take 2 continents? That seems a bit hard.

or regions

Offline RomanKar

  • Member
  • Salutes: 14
    • [SAC]
    • 18 
    • 34
    • 45 
    • View Profile
Re: Risk - planning
« Reply #24 on: August 07, 2013, 02:03:02 pm »
What you are really getting at here is what is known in Tabletop miniature circles as a Campaign.  I think if you looked at some of these campaigns and went away from strictly Risk-type thing, you might find something a lot easier to deal with.

I think the more famous of these is Mordheim in the Warhammer universe.  A Guns version of it would have a lot less moving parts, but could be a lot of fun. 

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #25 on: August 19, 2013, 11:12:16 pm »
Just letting you all know, I'm not abandoning this yet. I'm back at my home after a vacation, and continuing work.

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #26 on: August 19, 2013, 11:34:25 pm »


http://imgur.com/ETftALX

Just an example. Can people understand this map? (it isn't a full map, just testing out the things.

Offline Captain Smollett

  • Member
  • Salutes: 122
    • [Duck]
    • 11
    • 14 
    • View Profile
Re: Risk - planning
« Reply #27 on: August 20, 2013, 01:15:33 am »
Just some constructive suggestions; ship icons should be larger, team icons should be smaller.  I think squids should stand for one unit, pyras for five and galleons for 10.

Also every conquered area should have a ship on it right?

Offline Keon

  • Community Ambassador
  • Salutes: 105
    • [Duck]
    • 26
    • View Profile
Re: Risk - planning
« Reply #28 on: August 20, 2013, 01:21:11 am »
Just some constructive suggestions; ship icons should be larger, team icons should be smaller.  I think squids should stand for one unit, pyras for five and galleons for 10.

Also every conquered area should have a ship on it right?

Ship and team icons, will do. @Squids, pyras, and galleons, how about squid was 1, pyra 3, galleon 10?

And as for every area should have a ship on it, yes, but that's a lot of work for a test run. :P

Offline DMaximus

  • Community Ambassador
  • Salutes: 28
    • [MM]
    • 45 
    • 25
    • View Profile
Re: Risk - planning
« Reply #29 on: August 20, 2013, 10:22:34 am »
I just kind of figured this morphed into the Flotsam Dynasty. I'm excited to know it's still a thing.