By clicking the button below you are agreeing to the terms of service.
<placeholder>
<placeholder>
<placeholder>
<placeholder>.
<placeholder>
Hrvatski
Dansk
Nederlands
English
Eesti
Français
Deutsche
ελληνικά
Magyar
Italiano
Norsk
Português
Español
Svenska
 
+ Reply to Thread
Results 1 to 7 of 7
  1. #1
    Level 6: Prominent Opinion OneEyed has good things to say OneEyed's Avatar
    Join Date
    Sep 2014
    Posts
    198

    Map special features

    there is post where are mentioned all game mechanics possibilities. but if I am right not all are available in current coding.

    https://www.majorcommand.com/wiki/Ma...Double_Dipping

    I try to sort them out, but if I am wrong please post your knowledge here.

    Adjusted Region Bonus
    Instead of the standard +1 for every 3 regions, with a minimum of +3, the region bonus amounts have been adjusted to award either more or fewer troops per region.
    - does not works

    Autodeploy / Decay
    Troops are automatically deployed to or taken away from specific regions at the beginning of the possessing player's turn. A region cannot decay below 1 troop, unless that region is also a Killer Neutral.
    - works. there is also conditional autodeploy (troops are automaticly deployed on specific region if another region (or combination of regions) is held or not held).

    Bombardments
    Some territories bombard instead of attacking. After the attacker wins in a bombardment the defending territory is replaced with a neutral army and the attacker cannot advance. Note that if the region can only bombard, you CANNOT use troops on that region as reinforcements.
    - works

    Breakouts
    An icon or single region on the main map represents multiple regions, which are shown in an offset box.
    - works

    Build-a-Bonus
    Rather than control an entire command, a player must only control a certain number of regions within that command.
    - works

    Conditional Commands
    A command that only garners a bonus when held in combination with one or more commands.
    - works

    Conquest Gameplay
    Players only start with a small number of regions and must fight their way through neutrals before reaching other players.
    - I think this does not works

    Dead Space
    Certain regions are not part of any command.
    - works

    Double Dipping
    A region or group of regions that are a part of multiple commands.
    - works

    Flexible Commands
    A command that can be held by holding any combination of the territories. i.e. holding any three of the four tankers in The Balkan Peninsula gives a +1 troop bonus
    - works

    Inner Commands
    Smaller commands that sit within larger Commands and, if held in combination with the larger command, award a troop bonus.
    - works

    Killer Neutrals
    A region that starts as a neutral that, when taken, will revert to neutral at the beginning of the holding player's turn.
    - works

    Negative Bonus
    A region or group of regions that, when held, will decrease the number of troops awarded for deployment. Note that regardless of how many of these are held, a player will always be able to deploy at least one troop.
    - works

    Nested Commands
    Where a large command is broken up into subdivisions, hold one of the divisions for a small bonus and all of the command together for the full troop bonus.
    - works

    One-Way Borders
    A region can assault and reinforce to another region, but not vice versa.
    - works

    Ranged Assault
    A region can assault and reinforce to another region (and vice versa) though they are not physically connected on the map. This will often be represented as airports or helipads.
    - works

    Resource Commands
    Unlike normal commands, which often depict real-world countries or continents, Resource Commands require specific regions or combinations thereof that might be spread all over the map.
    - works

    Special Commands
    A command that is made up of regions that are not visibly connected or regions that might be situated within other commands. i.e. the two capital cities in The Sea of Japan map
    - works

    Starting Neutrals
    Certain regions will always start neutral, usually to guide gameplay or to ensure against a player gaining a command on the drop.
    - works

    Starting Positions
    Certain regions on a map will be coded such that players will start with one or more of a preset group of regions.
    - does not works

    Victory Condition
    Players can win by holding a set of specified regions for one or more turns or fulfilling some other objective instead of eliminating the other players.
    - I think this does not works

    OneEyed
    Last edited by OneEyed; 11-09-2015 at 02:03 AM.

  2. #2
    Super Moderator and Forum Commander BeanZ deserves your respect BeanZ's Avatar
    Join Date
    Oct 2011
    Posts
    614
    Hey OneEyed,

    I cleaned it up but yes this is the original list that was made in beta when new functionality was being added, and thus some of the list aren't currently implemented. The list is still there as a companion for the Maps page to explain all of the features of the current maps

    Quote Originally Posted by OneEyed View Post
    Adjusted Region Bonus
    Instead of the standard +1 for every 3 regions, with a minimum of +3, the region bonus amounts have been adjusted to award either more or fewer troops per region.
    I'm 99.9% sure this hasn't been implemented

    Quote Originally Posted by OneEyed View Post
    Conquest Gameplay
    Players only start with a small number of regions and must fight their way through neutrals before reaching other players.
    In its description this doesn't work as a setting for all maps, but in 12 Domains for instance it is basically how you start.

    Quote Originally Posted by OneEyed View Post
    Starting Positions
    Certain regions on a map will be coded such that players will start with one or more of a preset group of regions.
    - I think this does not works

    Victory Condition
    Players can win by holding a set of specified regions for one or more turns or fulfilling some other objective instead of eliminating the other players.
    - I think this does not works
    You're correct about these two, in the current state they're not avaliable


    I'm guessing that these are somewhere on the addition list that Mr. Sheriff has (even if they're down the bottom )


    Hope that helps a bit,
    BeanZ
    Last edited by BeanZ; 11-06-2015 at 12:38 AM.

  3. #3
    Forum Moderator and All Knowing God. Cardinalsrule is a glorious beacon of light Cardinalsrule is a glorious beacon of light Cardinalsrule is a glorious beacon of light Cardinalsrule's Avatar
    Join Date
    Jan 2011
    Posts
    4,383
    The "starting positions" one works - 12 domains
    "And if you don't give up and don't give in, you may just be OK" ~ Mike and the Mechanics "The Living Years"

  4. #4
    Level 6: Prominent Opinion OneEyed has good things to say OneEyed's Avatar
    Join Date
    Sep 2014
    Posts
    198
    thanks guys. first post updated.

    OneEyed

  5. #5
    Studio Production Manager Shepherd is a name known to all Shepherd is a name known to all Shepherd is a name known to all Shepherd is a name known to all Shepherd's Avatar
    Join Date
    Oct 2009
    Location
    Left of center.
    Posts
    3,959
    Quote Originally Posted by Cardinalsrule View Post
    The "starting positions" one works - 12 domains
    Actually it does NOT work. 12 Domains works because every other region on the map has been coded to start neutral. The idea behind Starting Positions is that a player will start with a predetermined set: it would be like a chess board, in which one player starts with all of the black piece and one starts with all of the white pieces. At MC if I set up a chess board, each player would have the same odds of starting the game with any piece, regardless of color.
    When sorrows come they come not in single spies, but in battalions.

  6. #6
    Studio Production Manager Shepherd is a name known to all Shepherd is a name known to all Shepherd is a name known to all Shepherd is a name known to all Shepherd's Avatar
    Join Date
    Oct 2009
    Location
    Left of center.
    Posts
    3,959
    There are a few other rules that are currently coded but did not make it onto that old list. One that comes to mind is a conditional auto-reset; on the Europe map if the troop count on East or West Germany falls below a certain level they are automatically brought back up, I believe at the start of one's turn.
    When sorrows come they come not in single spies, but in battalions.

  7. #7
    Level 6: Prominent Opinion thenoahw is on a distinguished road thenoahw's Avatar
    Join Date
    Jan 2014
    Posts
    127
    Can this list be updated and stickied please?!

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
Are you searching for a place to play RISK online? Try a Risk-Like game here at Major Command. We offer a unique global conquest game that will satisfy your RISK online cravings. RISK is a trademark of Hasbro. Major Command is not associated with Hasbro or thier RISK game in any way. | Privacy | Terms | Flash10+ required.
Major Command Game is always working on Upgrades and Improvements - Please suport us if you can. Thank You! :-)
Membership Options