Super Real Time Strategy No-Dice World Domination
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Super Real Time Strategy No-Dice World Domination
Benjie's Super Real Time Strategy No Dice World Domination Tournamament Rules
(Not to be confused with TA:WD)
I posted this somewhere else but it got ignored, so new topic.
Start with a R*I*S*K (tm) Board and all the little armies and stuff, no Dice.
If you don't know how to play RISK then you obviousely either live in germany where it's illegal or live under a rock.
Same number of starting armies per team, same "gain armies at 3:1 (rouded down, minimum 3)" reinforcements. Game starts by teams taking turns picking countries and then taking turns adding forces to these countries until starting armies are exausted.
Players take turns choosing attacking countries (of their own) and defending countries (an opponent) as per normal.
At this point, instead of rolling dice, a game of Spring is played.
Before the game, the specifics of how a game is handled will be decided. Likely maps will be assigned to each of the countries (possibly with continents/color-monopolies being a spicific map-type (aka asia=trees, africa=lava, oceania=water; or something), Mods/team choices will be decided before-hand too.
When an attack happens, the attacking player will declare how many of the armies he is attacking with (1,2,or3, not to exceed the number of armies in the attacking country minus 1... aka you need 4 armies in an attacking country to attack with 3 armies) then the adjacent country's owner decides how many armies to defend with (1or2, not to exceed the armies in the defending country).
Once you have decided on the forces involved you get to play TA...
If you have enough people, then each team will have 3 TA players, that way if you have 3 on 2 you could acctually have a 3v2 ta game. The loser of the TA game loses as many armies as he risked (1,2or3) from the country in question, and if all occupying forces are killed, the attacker moves forces from the invading to the defeated country.
(Options include, giving the defending army a 20% handicap to duplicate the "defenders advantage" of ties going to the defender... also, with not enoough players for a full tournament, you could have it be 1000 metal and energy for each army included)
Play will continue on this players turn until he loses a battle (to give more people a chance to attack), get a risk card if you win at least one TA game.
Otherwise everything is the same.
I think it would work better as a lan-party game then online, but it would be cool to try... it would take like 500 games to work the whole thing out so their would need to be a way to make the games shorter, or the winning conditions easier... or you could just play one game a year... Maybe y'all could figure out a way to make it work better...
(Not to be confused with TA:WD)
I posted this somewhere else but it got ignored, so new topic.
Start with a R*I*S*K (tm) Board and all the little armies and stuff, no Dice.
If you don't know how to play RISK then you obviousely either live in germany where it's illegal or live under a rock.
Same number of starting armies per team, same "gain armies at 3:1 (rouded down, minimum 3)" reinforcements. Game starts by teams taking turns picking countries and then taking turns adding forces to these countries until starting armies are exausted.
Players take turns choosing attacking countries (of their own) and defending countries (an opponent) as per normal.
At this point, instead of rolling dice, a game of Spring is played.
Before the game, the specifics of how a game is handled will be decided. Likely maps will be assigned to each of the countries (possibly with continents/color-monopolies being a spicific map-type (aka asia=trees, africa=lava, oceania=water; or something), Mods/team choices will be decided before-hand too.
When an attack happens, the attacking player will declare how many of the armies he is attacking with (1,2,or3, not to exceed the number of armies in the attacking country minus 1... aka you need 4 armies in an attacking country to attack with 3 armies) then the adjacent country's owner decides how many armies to defend with (1or2, not to exceed the armies in the defending country).
Once you have decided on the forces involved you get to play TA...
If you have enough people, then each team will have 3 TA players, that way if you have 3 on 2 you could acctually have a 3v2 ta game. The loser of the TA game loses as many armies as he risked (1,2or3) from the country in question, and if all occupying forces are killed, the attacker moves forces from the invading to the defeated country.
(Options include, giving the defending army a 20% handicap to duplicate the "defenders advantage" of ties going to the defender... also, with not enoough players for a full tournament, you could have it be 1000 metal and energy for each army included)
Play will continue on this players turn until he loses a battle (to give more people a chance to attack), get a risk card if you win at least one TA game.
Otherwise everything is the same.
I think it would work better as a lan-party game then online, but it would be cool to try... it would take like 500 games to work the whole thing out so their would need to be a way to make the games shorter, or the winning conditions easier... or you could just play one game a year... Maybe y'all could figure out a way to make it work better...
- GrOuNd_ZeRo
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- [K.B.] Napalm Cobra
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What you're talking about is a completely localized metagame. Of course, there's no actual reason to simply use the real world Risk boardgame. Why not computerize the entrie experience?
You could have an uber-giant map. It would be many tens or hundreds of thousands by many tens or hundreds of thousands. However, at that, the largest scale, you would have the turn-based aspect of it. You would not have the realtime battles until you reached a regular scale, however, the large scale woudl determine the small scale but vice versa.
Sounds like SupCom to me

Sounds like SupCom to me

- SwiftSpear
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- Guessmyname
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Once I've finished my las squad script I'll email it to you. I should be useful for your formations (though if you want more than five men per formation you'll have to up the max-weapon-per-unit limit or do away with the morale and melee scripts and weapons. Also be prepared to run into trouble with the max pieces thing. My five man squad uses about 50-60)Warlord Zsinj wrote:I began work on a Stars & Stripes mod based on the american revolution. I struggled in OTA, because the engine couldn't deal with formations.
I considered starting it again for Spring, but I'm thinking I might see how SupCom shapes up first.
Well, The Jury is still out on how balanced a game like this even CAN be, so I would think a "pick each game" would be fine... And you this would probably be handled with a custom server that included all the map/matching and a custom client with the map and stuff...
Anothther Model to concider would be to start with something like Diplomacy (Maximum 1 force per territory, everyone decides before hand what their next move is and then it's resolved simultaneousely... but their is no acctual battles in Diplomacy so you would have to change the rules around a bit more then for RISK...)
Anothther Model to concider would be to start with something like Diplomacy (Maximum 1 force per territory, everyone decides before hand what their next move is and then it's resolved simultaneousely... but their is no acctual battles in Diplomacy so you would have to change the rules around a bit more then for RISK...)