Tythoid
New Member
- Reaction score
- 23
(Updated)
The alpha/ early beta for the map is finally finished its been alot of work but compared to my last risk map pretty easy despite the added complexity especially the triggering which has evolved from about a hundred plus triggers in the last game to about 15.
What is a risk?
Risk was orginially a board game created by hasbro where you and your opponents play as opposing factions and fight over the world for territories. Mr_peacecraft was the first person to make a playable and fun risk for warcraft three and its testamont to how good his map was that it has been copied or updated by so many people. The risk map that for me was the best risk ever was wow risk by Mai as he came up with the idea of using a large range of unit types varied ones for each territory and creating inspiring terrain that added far more complexity to the game.
Overview
Introduction
In its current state Galaxy Risk is a map 60+ planets each planet a rough circle of terrain with a varied amount of space (abyss tile) Around it. On each of these planets is between 3 and 6 capture points (circles of power) each corrisponding to a building where you can build units. Each planet is enclosed by impassible meaning you cant move from planet to planet through the space in between instead on each planet is a waygate leading to a planet representation of it in space.
The alpha/ early beta for the map is finally finished its been alot of work but compared to my last risk map pretty easy despite the added complexity especially the triggering which has evolved from about a hundred plus triggers in the last game to about 15.
What is a risk?
Risk was orginially a board game created by hasbro where you and your opponents play as opposing factions and fight over the world for territories. Mr_peacecraft was the first person to make a playable and fun risk for warcraft three and its testamont to how good his map was that it has been copied or updated by so many people. The risk map that for me was the best risk ever was wow risk by Mai as he came up with the idea of using a large range of unit types varied ones for each territory and creating inspiring terrain that added far more complexity to the game.
Overview
Introduction
In its current state Galaxy Risk is a map 60+ planets each planet a rough circle of terrain with a varied amount of space (abyss tile) Around it. On each of these planets is between 3 and 6 capture points (circles of power) each corrisponding to a building where you can build units. Each planet is enclosed by impassible meaning you cant move from planet to planet through the space in between instead on each planet is a waygate leading to a planet representation of it in space.
Spaceships
The planet once you have all the capture points on your planet becomes yours and is where you create your ships to transport your armies or ships to fight your enemies fleets. I wanted my map to stay very army orientated instead of them being overshadowed by the space ships so ships (excluding the bomber) can only attack ships and so the importance of the ships is more around moving armies around the terrain on
planets and controlling air space to halt invasions.
planets and controlling air space to halt invasions.
Armies
In alot of risk games as the game approches the end it turns into unit swarming contest and wholely a numbers game. To counter this in my risk ive added a very futuristic balanced rock paper scissors element such as that in castle fight and some other features to take away any facerolling fights.
Weapon type;Anti personnel: 150% damage to Civilian armour 50% to Adamantium plate
Laser: 150% damage to military armour 50% to Robotic
Plasma: 150% to adamantium plate 50% to Military armour
Ionic: 150% damage to Robotic 50% to Civilian armour
So knowing what to build to fight what
And then four unit classes;
Defensive: low damage, highest armour and health
Aggressive: highest damage, normal health, normal armour
Fast: low damage, normal health, normal armour, fast attack speed
Trained: A mixture of all three, faster speed, greater health and damage but not to the exstent of any of the others
Unit costs, Each units cost increases its base values then plus its class modifiers the cost brackets are:
1m
2m
3m
4m 1c
5m 2c m for metal c for crystal
The combat system is balanced by maths. If a 1M defensive 150hp 10dmg 1aps fights a 1M beserk 100hp 15dmg 1aps or a 1M fast 100hp 10dmg 1.5aps the fights going to be very close but on large scale fights by microing your armies such as having the defensives take the damage and the aggressives focus on thier weaker units. This plus the armour system should make for some complex fighting.
Game modes
The game has three game modes, FFA Teams of 2 and Multiteam where you can make complex alliances involving whoever and as many people as you want. And at the start of the game you can pick the income options either low, medium or high.
Updates in the future
-a loading code system for your score, impress your rivals.
-increased complexity in the terrain of the planets, each planet will be redesigned to incorporate elements that improve tactical complexity and asthetics.-maybe some imports for the spaceships depending on size but for now FPS > Asthetics this is a tough one as risks generally have a high amount of units in each game its usually important to have low size models.
{Implemented} -Galactic emperor abilities such as army perks eg increased speed, regeneration or more devestating weapons such as virus bombs or nuclear weapons these will be unlockable with the loading codes (so ymu must have played more then one game) and cost massive amounts of gold.
-More planets these planets will be very large fortress planets roughly 8 times the size of the other planets with 12 capture zones on each, multiple spaceports and enviromental events these planets will be for the end of the game as each player will be given a capture point on each around 30minutes into the game at the start the planet will be unaccessable from space in the early stages of the on planet fighting. Holding one of these planets will give players large amounts of income and a unique unit