Mithro mentioned in some really great comments some ways to improve my ideas, particularly on how to make territory acquisition quicker and more conducive to a 4X-experience. He also mentioned he would really like to see some form of wormhole or pathway connecting star systems. I’ve yet to speak with him on irc , but what I write in this post is subject to change after I get a chance to speak with him.
I want to first speak about movement and territory connectivity. Knowing that the community leaders would like to see graph-based travel and will support me in seeing it to fruition really puts me at ease. With their support I would be more than willing to complete that feature. I do not yet fully comprehend the ins and outs of rulesets but I do forsee this as an area I will need a lot of assistance from the mentors on to complete. As mithro said in his comments, “[t]his would require some client modification,” and from what I was told before being accepted, client modifications are a little more difficult. As a corollary of what I said in my “compromises” post; even if the pathways mechanic is so incredibly difficult it cannot be done, I can always fall back on a free movement mechanic. Both movement mechanics will work, yet I do agree with mithro that the pathways mechanic is more interesting.
Note: I took a little break here and chatted with my mentor, any flow I had going while writing is completely gone!
As for the turn ordering and territory claiming ideas mithro proposed: I’m sort of shocked to say I hadn’t really thought of it like he puts it, yet the solution seems very elegant. As he puts it, players start the game with some number of reinforcements, say 100, and on their first turn issues build orders in any territories he wishes to claim (with some lower limit for units to restrict 1 unit on every territory bids, might also be worked out with some clever math on figuring out # of units to give.)
Once players bid play continues as normal, in fact, things were never “not normal” because the initial turn is simply a normal turn wherein no one owns any territory. Any conflicts in bidding result in the loser being returned their units; if players tie, a roll is done to figure a winner. As I was saying, the normal play continues and now since the players have units they can issue any move orders they want (these will of course be to the next adjacent system, to either attack, or “free-move”.) My only concern, and Mithro may feel otherwise, is that if the balance isn’t just right way too much will happen from turn to turn; thing is, I won’t know anything about the balance until it is play tested.
This solution seems more and more elegant to me as I think about it: It completely removes any worry about the state of the game, it removes trying to control movement to one order, and it speeds up the play of the game. It also fits in well with many other ideas of how the game should work. With that said the focus of my preparations will most likely shift to trying to figure out graph-based movement restriction. Wish me luck, and please comment if you see in glaring errors in my plans.
On the side: just wanted to also mention that I spent a while yesterday drawing out the graph of the territories on the Risk board. Strangely enough I see quite a few constellations in the board I’ve drawn, such as Orion, the Southern Cross and Cassiopeia; This will make naming very easy, and also a bit of fun having the continents of Risk translated to constellations.