|
Post by Rabit TFS on Nov 2, 2012 18:44:24 GMT -5
See everyone tomorrow!
|
|
|
Post by Tyrus (T-virus) on Nov 2, 2012 18:59:46 GMT -5
Hey guys, friend got sick so I wont be able to make it up. Hope everyone has a good time
|
|
|
Post by Derafear on Nov 2, 2012 22:44:31 GMT -5
(Battle cry!!!!!!!!!!) Who's ready for risk?
|
|
|
Post by dave OC-6 on Nov 3, 2012 18:51:53 GMT -5
best game ever!!!!
|
|
|
Post by Meisnerd on Nov 4, 2012 10:38:34 GMT -5
Fun game, but I deeefinitely want to go back to the old respawn system It allows for much more agressive, dynamic play, I think. Black team got locked into the trenches, and we had no way to get out because of the goat fence. Red had both exits covered with their polarstar guns, and could outrange us, especially with their elevation. With the old system, at least we would have been able to break out and go somewhere else.
|
|
snoopy20111
Junior Member
"Curses! Foiled Again!"
Posts: 94
|
Post by snoopy20111 on Nov 5, 2012 10:23:27 GMT -5
Fun game, but I deeefinitely want to go back to the old respawn system It allows for much more agressive, dynamic play, I think. Black team got locked into the trenches, and we had no way to get out because of the goat fence. Red had both exits covered with their polarstar guns, and could outrange us, especially with their elevation. With the old system, at least we would have been able to break out and go somewhere else. I don't know. It really helped us out a lot on Green team when we were down to 1 flag a couple of times. The system could use a little work, but I had a lot of fun.
|
|
|
Post by Meisnerd on Nov 5, 2012 15:32:37 GMT -5
I felt it caused the game to drag on unnecessarily beacuse of that - this is the first time a RISK game has gone past the 2.5 hour mark.
|
|
|
Post by Rabit TFS on Nov 5, 2012 15:56:00 GMT -5
I agree that this risk was slower paced. I don't necessarily dislike the respawn system but it definitaly spread everyone out more. Definitaly helped with not being shot right when leaving respawn though. Which I liked. I died I lot less. I only got shot 5 times all day which I found pretty crazy for a risk game or any game for that matter.
|
|
wraven
Full Member
Clan Reckoning (CR)
Posts: 198
|
Post by wraven on Nov 5, 2012 16:51:20 GMT -5
The new game mechanics makes the game feel more like an objective based operation. Getting pinned or boxed in actually matters and tactics and game strategy can be played out. The old system was simply chaos for the following reasons: - Every single person on the field re-spawns at the same location.
- Being sent in random directions by an OC from the tower completely negates any plans or ability to predict when and where your reinforcements are coming from.
- Getting shot in the back as the next wave respawns....
- Pinching and pushing on a team to take their flags for them to simply respawn behind your line and physically run from one unguarded flag to another.
Also - I never recall being able to simply jump continents and occupied territory in the original RISK board game to take what ever you like.
|
|
|
Post by Meisnerd on Nov 5, 2012 17:10:20 GMT -5
It's entirely possible - even likely - that I would agree completely if we hadn't gotten stuck in the trenches. I hate the trenches with a passion, so much so that I usually sit out trench games because I'd rather not play at all than play in the trenches. So there's some obvious bias going on here from my side.
And that was BEFORE the goat fence limited trench access to choke points, further increasing the difficulty of getting out of that area I hate so much.
|
|
|
Post by Meisnerd on Nov 5, 2012 17:26:53 GMT -5
I also like the other respawn system more because it's DIFFERENT. We already have plenty of normal respawn system games, and tactical objective games.
In fact, all four of those points you listed I consider to be reasons that I LIKE the other respawn system, because it forces you to think outside the box, watch more than just your front, and allows for some really unique play you don't see anywhere else.
|
|
|
Post by dave OC-6 on Nov 5, 2012 18:12:22 GMT -5
the goat area will have 4 more openings next week on the sides....
|
|
|
Post by dave OC-6 on Nov 5, 2012 18:15:03 GMT -5
the reason that the game lasted as long as it did had little to do with the respawn system... it was the fact that the teams were well ballenced, only 4 teams, everyone entrenched for about 1hr, and everyone had a lack of understanding on what was going on "over the hil".
|
|
|
Post by Meisnerd on Nov 5, 2012 19:47:46 GMT -5
Fair enough Dave, you could definitely see more than we could on the ground.
That's really good news about more entrances to the trenches though!
|
|
|
Post by danarchy on Nov 5, 2012 20:50:54 GMT -5
Never played the old systems, but from what Wraven wrote, it sounded like a run and gun multiplayer game. I like the strategy element of the system played this week, even if we got stuck out in what is usually the most boring corner of the field. Even so, we kept Red busy and didn't let them take out flag without distracting them for most of the first half of the game.
|
|
|
Post by nbustarhymes on Nov 7, 2012 17:20:22 GMT -5
Excuse me Danarchy I have a question.
Did you happen to misplace something at this Risk game?
|
|