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    posted a message on RISK! Action Edition!

    @Nickel510

    What's funny about the income is that a huge strategic goal for me is to make the most money simply by owning the most territories that cost the least amount of units to acquire.

    I think the problem with income is misunderstood. Aggression minerals make players control their battles strategically and with care. Knowing when to fight and when to retreat to avoid feeding the enemy players. It also allows a disadvantaged players with skills to use the terrain of the world along with their unit composition to their advantage.

    (An example of using the terrain to your advantage is when you know the enemy only has upgraded zerglings and you have marines - backing them up against a wall so the number of zerglings that can attack goes down by 60% - or running your marine around the territory building so a ling can't catch you, or throwing down tanks at a choke.)

    Something commonly confused about this map is that income is served out based on the number of territories owned and not continents. The benefit of owning a continent is you're given bonus units at the beginning of the round.

    Posted in: Map Feedback
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    posted a message on RISK! Action Edition!

    I won a game last night against a player who owned the majority of the map with level 12:0 tanks.

    I see the tank splash upgrade as a play style change - because obviously you don't want to throw your marines at the person in the lead making them even richer. Tank players still aren't invincible since it takes a while to afford the splash upgrade. I was able to beat a tank player by saving my money and upgrading my zerglings from 0:0:0 to something like 8:0:3 and then use the money I made off killing his tanks to continue funding my way to victory.

    I really like that the changes make each unit useful for doing different things at different points in the game. Also - whoever thought up unloading Marines on Tanks is genius - this kind of niche thinking makes this game even more of a "Strategy" game.

    I have trouble understanding some of the "phrases" that are used in this thread like "Micro", and "Rock, Paper Scissors". I assume "Micro" means upgrades or amassing units in one spot, and "Rock, Paper Scissors" refers to giving units equal stats like in the original board game where a unit could be broken down or condensed between $1s, $5s, and $10s but essentially had no effect on the dice rolled which determined wins/losses.

    I really like that it's now possible to defend my continents against invasion again since the tank upgrade. This makes players consider more wisely how to use their units instead of rushing the guy with 0:0:0 marines, and 9:0 tanks with their 9:4:4 marine army.

    I really think a lot of players haven't discovered the power of zerglings yet, or even understand the difference between upgrading HP or Armor depending on what kind of unit they're countering.

    @litepollution9 I agree that starting minerals shouldn't allow players to rush a tank at round 0 and cruise around to seige and hold wherever.

    I think you should be able to call down an airstrike using gas anywhere on the map - this would give players something to use their gas on, maybe make it expensive like 50 gas or 100 gas to call-down a strike before invasion.

    Posted in: Map Feedback
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