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Consider putting a cap on early game territories.
RebelScum wrote
at 3:20 PM, Wednesday January 3, 2007 EST

0 people think this is a good idea




Replies 1 - 5 of 5
Blue-Kun wrote
at 3:25 PM, Wednesday January 3, 2007 EST
And what I mean by this, is that in the 1st (maybe 2nd as well) turns, every territory could have a simple cap of like 4 dice.

It would curb the distribution where you have a player get 5-6 dice next to a bunch of smaller territories to steam-roll. Let alone if the 5-6 decided to destroy the biggest territory next to it, usually ruining that player before he gets a turn.

I figure it like this.
Less people rolling through a bunch of 1-2 die guys and still having a large territory to defend it all early.

Better distribution of dice so people actually have to work for some connects.

Crappy starting positions aren't quite as bad, because there's a less chance your isolated territories get run over.

Just a thought to help some of the early game woes.
aliaiactasunt wrote
at 4:02 PM, Wednesday January 3, 2007 EST
Besides that I not totally understand what u mean; People start with the same amount of dices (+/- 1) spread on 4 or 5 terrs. U NEED to roll over the weak terrs with a 5/6 stack, cause u cant attack=connect with your weakest ones. Of course you can sometimes connect with the big stack and that's an advantage I prefer to have, but sometime 2 4s and a 3 is also nice. Anyways, protect weaker terrs would be unfair to those who need to spread from 1 strong terr cause they cant connect and to the owners of the weak terrs cause they'd desperatly try to get rid of them to not gain dices on them (cause they are too far away to connect)...
Artowis wrote
at 5:38 PM, Wednesday January 3, 2007 EST
What I mean is that you wouldn't necessarily need the ONE huge territory to roll over a bunch of weak ones, because the strength would be more evenly distrusted between terrs. Instead of set-up's like 5 or 6, and then a few two's and ones, you'd end up with something like 4-3-3-x or 4-4-2-2-1 because the game wouldn't be able to pile more than 4 on just one territory.

In a sense it'd make it slightly more bias back towards someone lucky enough to have terrs closer to each other, but at this point it's easy for the one big guy to completely ignore his other starting terrs and just make his own little niche early on.

Hopefully I've clarified the position.
Tech wrote
at 5:38 AM, Thursday January 4, 2007 EST
Leaving behind other other connected territories? Have you ever thought maybe of taking advantage of that? Honestly, I figured this would be about a 8 or something showing up, but you're complaining about 5s and 6s. It sucks to end up next to a six. It's great to have a six. Luck is part of the game, learn to deal with it.
RebelScum wrote
at 8:20 AM, Monday January 22, 2007 EST
Plus, I don't know if you thought about this, but if you put a maximum cap of 4 terrs at the beginning, then nobody will have the small territories at the beginning, either. (It takes big terrs to average out the small terrs.) Basically, everyone would have 3-4 dice on each of their terrs, and nobody would be able to attack anyone, since all their terrs would be surrounded by similarly-populated terrs. If you did attack, you'd be more likely to lose, which gives the next guy a good opportunity to take over your spot. And anyone who started with 2 or more adjacent terrs would be at a distinct advantage, since he wouldn't even have to attack to gain dice more quickly than everyone else.
KDice - Multiplayer Dice War
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