Gameplay options

Registered by jim.socal

This blueprint specifies game play options that I think will increase enjoyment of openfracas.
1. ALL countries must be occupied before any attacks can begin.
2. You can only place armies on your countries which are accessible from your HQ. IE: If an enemy takes your country between you and your HQ, your supply line has been broken. (no airlifts)
3. If you can attack a country you must, even if it doesnt fit into your strategy. (the checkers rule)

15Apr09 Note -Jim
Ok, #3 may be a bad idea. Here are some others.
Special credit/points awarded when you:
  1. Kill ALL opponent HQs
  2. Kill an opponent HQ who's total troop holdings are MORE than your total troop holdings
  3. Kill an opponent HQ while attacking from 2 or more of your non-adjacent countries
Regards!
Jim

25Apr09 Note -Jim
Additional variations to gameplay:
-You must kill all it's troops in other countries before you can attack and kill the HQ.
-Load up computer HQs with more troops than human players get. The original fracas AI is pretty dumb. Computer HQs need a big advantage to win over people, maybe more troops will give that to them.

02May09
Ok. Here's one that I think will be a great option. And it should be very simple to program (i'm a programmer).
This option will be titled something like "Do not show troop levels of unoccupied countries."
-If selected, you turn off display of the number of troops in countries unoccupied by any HQ. So you dont know how many troops are there when you go to occupy a country. Once occupied, troops levles are displayed.
-To go farther, what if you turn off display of troop levels for all opposing countries until such time as that country is attacked by another player? Once a country has been attacked (or an attack attempt has been made), display only troop levels in that country.

Note: these kind of game options will be handy to tilt the advantage to AI players if you can't program an intelligent AI, like the original fracas. If you have to settle on a dumb AI, you gotta give it lots of handicaps. Without the handicaps it's too easy to win.
Regards again!
Jim

Blueprint information

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Actually 3 ideas.

The first one is similar to a feature called "Territory Grab" in a risk computer game I have seen around, and sounds possible and interesting.

The second suggestion -- essentially to add supply lines -- is doable too, but might be more difficult to explain/show to the user. I am open to suggestions about how to do this - slightly desaturating regions without a supply line might work, but may be too subtle. Adding a notice in the country stats frame would be another (complimentary) option.

I'm skeptical about the 3rd idea, since there are many times when attacking someone does very littke - maybe destroys one troop. Also, this feature has the possibility for a kind of live-lock. Consider a situation with 2 players, each with 1 territory, getting 3 reinforcements per turn:

Player 1: 4 Troops
Player 2: 3 Troops

Player 1 Attacks Player 2
Player 1: 4 Troops
Player 2: 2 Troops

Player 2 gets 3 reinforcements
Player 1: 4 Troops
Player 2: 5 Troops

Player 2 Attacks Player 1
Player 1: 3 Troops
Player 2: 5 Troops

Player 1 gets 3 reinforcements
Player 1: 6 Troops
Player 2: 5 Troops

Player 1 attacks player 2
Player 1: 6 Troops
Player 2: 4 Troops

And so on for ever - even when there is a nearby country with 100 troops in it that could break the cycle permenantly.

(?)

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