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    posted a message on RISK! Action Edition!

    Just to give the map maker more feedback I'm going to put in my two cents. I have no problem with player's units being destroyed when they leave. And I dislike the idea of a leaving player's units going to the computer.

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

    I do think the aggression bonus is too much, I would like to see different aggression modes added. And if you are going to expose people's minerals to everyone, please make that a mode as well so we can vote on it. Personally, I think displaying minerals takes away from the manipulation, diplomacy in risk.

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

    I guess you're right. I'm just used to Wc3 where units do auto-attack even if they are set to a rally point. But if thats part of SC then might as well leave it.

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

    OK here's something thats been kind of bugging me: when I spawn units no matter what they will run to the rallying point before attacking enemy units, even if they are being attacked. This can result in quite a few troops dying without even fighting back if a large force is attacking my base. Not sure if this can be change or if its justs a SC2 thing, but its a dang nuisance.

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

    Just going to say I agree with a lot of what electriprism just said. Also, microing refers to how you control units in a battle. The opposite of this is macroing, which refers to the bigger picture like where you place your units and what you attack. Rock paper scissors is just like the game rock paper scissors, so think of it like this, marines beat zerglings, zerglings beat tanks, tanks beat marines.

    @Voting on modes: I like this but I think this needs to be done the right way. I think Wc3 risk games give a good example of modes being done correctly. For example, teams mode, fraction of bounty, hidden names, transports included or not included. The different settings were chosen seperately, so you would vote on the fraction of bounty and then on whether or not transports were included. I don't know if you played Wc3, but here's a link to Risk Devo the most popular risk game on Wc3 for an idea of the different modes it offered if you're interested Your text to link here....

    I'm not saying which modes you should include, but if you do add different modes, I think the options should be chosen individually, instead of just a rigid setting.

    I would really like to see the ability to vote on either having rebels removed entirely or somehow nerfed, beause they tend to annoy me >.<. I like the idea of an epic comeback, but I think it should be done differently.. Another thing that I think would be convenient, an option for players to individually turn on and off base defenders, which would force one unit to remain near the base.

    Also, for a possible upgrade for tanks maybe an upgrade that shortens the legnth of time it takes them to change from tank to seige mode and vice versa. Just throwing that out there.

    And just one question, how big is the map? 256X256?

    And because I used to work on a map and appreciate the time it takes to make maps, thanks again for the fun map :)

    And I was going to end my post there but now I feel suddenly inspired to go on a mini-rant. I just wanted to talk about some of the things I like most about this map, in the hopes that they remain unchanged, if not improved. One thing that makes this map so much fun is its simplicity. There is certainly depth to the game's unit microing and unit upgrading that I don't yet understand and this kind of thing is important in a game so that players have some way to improve. But I'm a huge noob at this game and I'm still able to somehow win now and again because this game is simple enough that pure skill can't always beat out diplomacy and strategy, which is what Risk is all about. What I really like about this game is not the skill it takes to effectively micro your units or the knowledge it takes to know what to upgrade and when, but rather trying to outthink my opponents and trying to plot my way to victory. I've seen some people lable that kind of playstyle as "opportunist" but I think its part of what makes this map great and truly unique because strategy is actually very important, and victory isn't necessarily determined by a players skill or knowledge (though that does give them a tremendous edge) but rather by the actions of everyone in the game and how you succeed or fail to use those actions to your benefit. Then again, it can just come down to dumb luck :).

    Hope that all makes sense!

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

    Hey! Just made an account so I could say this, great map! I was a huge fan of risk on wc3 and I got to say I'm lovin' your risk map. Good job and thanks for the fun. Do you think you'll be adding profiles or achievements? Also, have you considered making a bigger risk map so more people could comfortably play at once, maybe with transport ships? Sort of like WoW Risk on wc3.

    Great map! Keep it up :)

    Posted in: Map Feedback
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