I've been told that the dice rolling system is hardwired into the site code, but I was wondering if anyone was experimenting with a way to kind of fudge or otherwise change the current system. I've played lots of different versions of RISK and this is kind of a standard for most retakes on the original. Is anyone trying to in some way shake up the combat system so that there can be some sort of modifier to the way combat works besides sheer numbers?
There have been proposals for dice modifier values for certain territories to simulate terrain that is more or less easily defended, or that have natural advantages or disadvantages when attacking. These generate widely varying responses, from "what a great way to provide variety of gameplay" to "what an abomination, how dare you tamper with the combat system".
ender516 wrote:I'm pretty sure that the dice rolls are done in the server, not in your machine.
Well, OBVIOUSLY.
Apparently not to jugglerrob.
You probably know more than me, but having all the rolls generated inside the server? That would be a big load on the server to do that math. Why would they put such a high load on the server(s) when it could be done in your machine?
ender516 wrote:I'm pretty sure that the dice rolls are done in the server, not in your machine.
Well, OBVIOUSLY.
Apparently not to jugglerrob.
You probably know more than me, but having all the rolls generated inside the server? That would be a big load on the server to do that math. Why would they put such a high load on the server(s) when it could be done in your machine?
The dice for each roll are not so much generated as they are extracted from a large block of numbers obtained from random.org, so the load is minimal, plus having the action in the server rather than the client (your machine, and your opponent's) protects you from unscrupulous individuals who might hack the client end and skew the dice against you.
ender516 wrote:I'm pretty sure that the dice rolls are done in the server, not in your machine.
Well, OBVIOUSLY.
Apparently not to jugglerrob.
You probably know more than me, but having all the rolls generated inside the server? That would be a big load on the server to do that math. Why would they put such a high load on the server(s) when it could be done in your machine?
The dice for each roll are not so much generated as they are extracted from a large block of numbers obtained from random.org, so the load is minimal, plus having the action in the server rather than the client (your machine, and your opponent's) protects you from unscrupulous individuals who might hack the client end and skew the dice against you.
.
okay, I got it. thanks
This signature is just a figment of your imagination.
Well, suggestions to modify the way attacks are made do show up here in Foundry Discussions (as suggestions for extensions to the XML which controls the gameplay of the maps) and in the Suggestions forum. The debates get quite heated, with the "I love variety" types lining up against the "don't mess with my traditions" types.