Guns Of Icarus Online

Community => Community Events => Topic started by: Keon on August 04, 2013, 01:53:19 am

Title: Risk - planning
Post by: Keon on August 04, 2013, 01:53:19 am
This is not for sure, all hypothetical.

I had plans a while ago - loooong while ago, okay  ;)- to set up a gigantic risk board based off the adventure mode map. Instead of rolling dice, battles would be resolved in game.

Clans would gain reinforcements (ships) by land control, and by controlling a faction (aka continent). These ships could be deployed in any city. Then clans would attack from one city to another connected by trade lines. Instead of rolling dice to decide how battles are won, players would take to the field in game with the number of airships they had in the game board.

EG: Gents hold Anvala with 4 airships, and Corvus has 8 stationed in adjacent Sarin. So Corvus attacks Gents, using their max of 7 ships (One has to stay in Sarin), vs Gent's 4. They arrange a time and have a duel. The match ends with Gents taking a 5-2 victory. So they need to start another match, then and there preferably, this time with Gents having 2 more ships defending, and 2 ships on the attack with Corvus. So they both fight and --

You know, I can't use these guys as an example, otherwise it's going to look like I'm taking sides. So forgive me, Gents, because I need the offence to win so I can explain some stuff.

So Corvus wins the next match 2-1. There isn't a "Huzzah" screen or anything, but both teams should surrender, say their ggs, and report this update to the thread. So Corvus caps Anvala and moves their one surviving ship into it. They've won, but it was a costly victory. Play continues. Each week teams get reinforcements, at the end of the week cards can be handed out, etc.


So I ask all of you, who would be interested in doing something like this? What are problems you see? How should I change the rules to fix them? Obviously I don't want this to take over cogs or CeSports of Muse's new game, or the other many tourneys we do. But it would be a cool way to get different teams to scrimmage. So what do you think?

Edit: I'm sleepy this probably makes no sense. If you don't understand just ask and when I wake up I'll say something more intelligent.
Title: Re: Risk - planning
Post by: Gryphos on August 04, 2013, 04:05:50 am
I think this would be a great, extremely long-running event. But in your example of the strategic combat, shouldn't the Gents, after winning with their 4 ships against Corvus' 7 with a 5-2 victory, both sides would surely be left with 2 ships, seeing as Corvus lost 5 and Gents lost 2.
Title: Re: Risk - planning
Post by: Skrimskraw on August 04, 2013, 06:05:22 am
if you make clans and teams team up instead, you would eliminate 10-16 participants who needs to get their turn.
Title: Re: Risk - planning
Post by: Nidh on August 04, 2013, 11:22:06 am
This sounds really cool actually. I wonder if the real adventure mode will be similar in any way...
Title: Re: Risk - planning
Post by: Captain Smollett on August 04, 2013, 11:30:07 am
It sounds like it would be challenging to organize, but if you pulled it off, man it would be cool.
Title: Re: Risk - planning
Post by: naufrago on August 04, 2013, 02:58:45 pm
Just thinking how long a game of Risk can go with just dice rolls, this would take a long, long, long time to achieve total victory. That being said, sounds like a fun idea and one I'll be interested in following to see what you come up with.
Title: Re: Risk - planning
Post by: DMaximus on August 04, 2013, 03:03:35 pm
This sounds awesome and I want in so badly.
Title: Re: Risk - planning
Post by: Keon on August 04, 2013, 06:46:12 pm
One thing I've always had a problem with is starting a Risk game. Should we take turns choosing territory? Should I just randomize it? I need your input!
Title: Re: Risk - planning
Post by: Mattisamo on August 04, 2013, 08:42:46 pm
Quote
So forgive me, Gents

It's cool, I know you had good intentions.

But on topic, this sounds so amazing.
Like seriously amazing.
Title: Re: Risk - planning
Post by: Keon on August 04, 2013, 10:39:50 pm
if you make clans and teams team up instead, you would eliminate 10-16 participants who needs to get their turn.

Sorry, I don't really get what you mean.
Title: Re: Risk - planning
Post by: Captain Smollett on August 04, 2013, 10:45:53 pm
He's saying there are so many active clans that including them all separately on different teams would make the game take excessively long.
Title: Re: Risk - planning
Post by: Keon on August 04, 2013, 11:44:26 pm
He's saying there are so many active clans that including them all separately on different teams would make the game take excessively long.

Ah. That makes sense. I'd only do this if there was a need to. How many clans/teams would be interested in doing this? If we only have 5 or 6 I don't want to, but yeah. 16 is a bit much.

Also, it might be easier if I had each turn take 1 week for all the teams. The attacker and defender would have to find a time to scrimmage on their own. Reinforcements would be given out on monday to all clans, but other than that, I don't see the point in saying: "polaris, it's your turn." when I could just say "It's the attack phase, post all battles and their outcomes".
Title: Re: Risk - planning
Post by: Keon on August 05, 2013, 12:09:19 am
Also, the world map has something like 188 cities. I could either trim it down to just major cities, or we could agree to only play in one area, say the burren. Which would you guys prefer and if it's the second, what area?

World map is here, btw:

(http://i.imgur.com/vdVgPBk.jpg) (http://imgur.com/vdVgPBk)
Title: Re: Risk - planning
Post by: Gryphos on August 05, 2013, 03:36:28 am
I think that for the first game of risk, being an experiment for proof of concept, the played area should probably be cut down to the Burren, Firnfeld, Middle plains and Fjord area. But here's another thing to consider, the amount of cities needs to be a multiple of the amount of teams, so as to make sure all teams start with the same amount of cities.
Title: Re: Risk - planning
Post by: Skrimskraw on August 05, 2013, 04:15:06 am
so  what i meant was, that this requires participants from each team to  make it work every week or so.

lets say my team corvus cant make it one week, but our team ally xxxx can, and they will fight for the team that week.
Title: Re: Risk - planning
Post by: Plasmarobo 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.
Title: Re: Risk - planning
Post by: Keon 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.
Title: Re: Risk - planning
Post by: Sgt. Spoon on August 06, 2013, 06:10:37 pm
Challenging, but very interesting if you'd manage pull it off
Title: Re: Risk - planning
Post by: Keon 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.
Title: Re: Risk - planning
Post by: Skrimskraw on August 07, 2013, 05:57:22 am
just 1 questions, will there be missions or is it just world domination?
Title: Re: Risk - planning
Post by: Keon 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.
Title: Re: Risk - planning
Post by: Skrimskraw 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.
Title: Re: Risk - planning
Post by: Keon on August 07, 2013, 01:25:22 pm
Wait, take 2 continents? That seems a bit hard.
Title: Re: Risk - planning
Post by: Skrimskraw on August 07, 2013, 01:56:06 pm
Wait, take 2 continents? That seems a bit hard.

or regions
Title: Re: Risk - planning
Post by: RomanKar 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. 
Title: Re: Risk - planning
Post by: Keon 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.
Title: Re: Risk - planning
Post by: Keon on August 19, 2013, 11:34:25 pm
(http://i.imgur.com/ETftALX.jpg)

http://imgur.com/ETftALX

Just an example. Can people understand this map? (it isn't a full map, just testing out the things.
Title: Re: Risk - planning
Post by: Captain Smollett 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?
Title: Re: Risk - planning
Post by: Keon 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
Title: Re: Risk - planning
Post by: DMaximus 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.
Title: Re: Risk - planning
Post by: Sammy B. T. on August 20, 2013, 11:55:56 am
I just kind of figured this morphed into the Flotsam Dynasty. I'm excited to know it's still a thing.

Planning for the Flotsam actually predates this thread. Completely unrelated.

I am excited as well.
Title: Re: Risk - planning
Post by: Gambrill on August 20, 2013, 01:25:50 pm
I call firnfeld!!! I swear to god anyone dares take it from me and I'll build a galleon right now and smash it into your house!