Similar to the board game Risk, players fight over territories by rolling dice when attacking and defending.
Unlike 90% of Risk maps in warcraft 3 and starcraft 2, this one is actually turn based, and has no micro requirement - only decision making and luck.
What's different from normal risk?
For starters, you won't see the world map anywhere. Each territory is called a quad, each one exactly the same size and adjacent to 8 more quads. Units from a given quad may attack, reinforce or conquer another quad if both quads are either touching (including diagonally).
There is no limit to how many units can attack at a time. This will allow attacks and also turns to go much faster.
When rolling multiple dice, they are not ranked from highest to lowest against the opponents' dice, but instead matched randomly.
If the attacking and defending dice are equal, nothing happens.
There are different types of units, each with different attacking and defending dice.
Structures can be placed on quads (one per quad) to provide effects ranging from improved income to attack/defense bonuses.
Each unit can move exactly once per turn - the free move between any two interconnected territories is replaced by the ability of every single unit to be able to move.
Units need not stay in a quad to retain ownership.
None of these gameplay mechanics are set in stone, I'll probably change some if they don't work or cause imbalance, and add some game modes to allow players to choose which rule set they want.
Content already implemented
Game mechanics: unit deployment, turns, moving, attacking, conquering
More units and buildings.
Special units that have auras or abilities.
AI - think of them as neutral creeps or independent factions.
Alliances - to allow units to move through allied territory.
Terrain - impassable mountains are rivers, mineral fields to improve income, forests and such to alter attacking/defending dice
Testing
So far I've only tested the map once in multiplayer (thankfully most of the systems worked), but I'll need some sharp and critical testers to help iron out all the bugs and imbalances that exist. Feel free to PM me or contact me in-game at rulerofiron.330
Also, I'd greatly appreciate any ideas for content the general community might have.
Screenshots
The first screenshot is the start of your turn and deployment phase. The second is moving a group of units to conquer an unoccupied territory. The third is of a battle, during which all participating units play attack animations while the dice are rolled one by one and the outcome is decided.
Description
Similar to the board game Risk, players fight over territories by rolling dice when attacking and defending. Unlike 90% of Risk maps in warcraft 3 and starcraft 2, this one is actually turn based, and has no micro requirement - only decision making and luck.
What's different from normal risk?
Content already implemented
Game mechanics: unit deployment, turns, moving, attacking, conquering
Units: Marine, Marauder, Siege Tank
Buildings: Bunker (defense bonus), Barracks (autospawns Marines), Engineering Bay (allows Marauders), Factory (allows Siege Tanks)
Plans ahead
More units and buildings. Special units that have auras or abilities. AI - think of them as neutral creeps or independent factions. Alliances - to allow units to move through allied territory. Terrain - impassable mountains are rivers, mineral fields to improve income, forests and such to alter attacking/defending dice
Testing
So far I've only tested the map once in multiplayer (thankfully most of the systems worked), but I'll need some sharp and critical testers to help iron out all the bugs and imbalances that exist. Feel free to PM me or contact me in-game at rulerofiron.330 Also, I'd greatly appreciate any ideas for content the general community might have.
Screenshots
The first screenshot is the start of your turn and deployment phase. The second is moving a group of units to conquer an unoccupied territory. The third is of a battle, during which all participating units play attack animations while the dice are rolled one by one and the outcome is decided.