As cool as Warzone is and has many wonderful features, I believe it can be so much more. These are things I would like to see in Warzone.
For more details, items explained below. *Are my ideas. Everything else is from older versions of Risk.
- Different Multi-Attack modes*
- Capital Cities
- Minimum moves to cross water
- Natural disasters
- Limit total cards*
- Historical battle set-ups*
Long read. Continue only if you are genuinely interested. Of course you're entitled to your opinion(s), but please don't spit and scoff. I did warn you it's a bit of a read.
1- Different Multi-Attack modes.
- a. Double Mode >> w/ forward any amount or all, b. Triple Mode >>> w/ forward any amount or all,
c. unlimited chain w/ forward any amount or all. Currently the forward march is restricted to 100.
Please adjust for large numbers up to xxx,xxx (or 100,000) armies.
2 - Generals
- Generals begin at 1 Star and are worth 6. A maximum 4 Star General is worth 20.
A 1 Star General must win two battles in a row to increase rank to 2 stars.
A 2 Star General must win three battles in a row to increase rank to 3 stars.
A 3 Star General must win four battles in a row to increases rank to 4 stars.
If a 1 Star General wins its first battle, value increases to 7
If a 1 Star General wins its first two battles, value increases to 8 and rank to 2 Star General
If a 1 Star General loses its first battle, remain at 6.
If a 1 Star General loses its first battle, but wins its second battle, raise from 6 to 7.
If a 1 Star General loses its first and second battle, remain at 6 until two consecutive victories for a
value of 7. Rank increased to a 2 Star General, but with a value of 7 instead of the maximum for a 1
Star General, which is 8.
If a 2 Star General wins its first battle, assuming a max 1 star general at 8, value increases to 9. Second
battle, 10. Third battle, 11. (a 7 increase to 8, 9, 10)
If a 2 Star General loses its first battle, remain at 8. But wins second and third battle, increase to 10.
If a 2 Star General loses its first and second battle, but wins the third, increase to 9.
If a 2 Star General loses its first three battles remain at 8. Win three in a row, promote to 3 stars with a
value of 9.
If a 3 Star General wins it first battle, increase by 1. Second battle by 1. Third battle by 1. fourth battle
by 1. Increase rank to a 4 Star General.
If a 3 Star General loses its first of four battles, but wins the last three, increase by 1 + 1 + 1.
If a 3 Star General loses its first two of four battles, but wins the last two, increase by 1 + 1.
If a 3 Star General loses its first three of four battles, but wins the last one, increase by 1.
If a 3 Star General loses all four of four battles, value remains unchanged.
If and when a 3 Star General obtains four consecutive victories, after losing the first four, add 1 to the
value, and increase rank to 4 Stars.
As a 4 Star General, all you can do now is top off your value, maximum being 20.
If up to this point your progression has been perfect, you will start with a value of 15. Winning your
first four battles, the progression will be, 16, 17, 18, 20.
Win 3/4 = 18. Win 2/4 = 17. Win 1/4 = 16. Win 0/4 = 15.
The weakest and strongest a 4 Star General can be at the beginning is 9-15 respectively.
With this system, you can have strong and weak generals.
3 - Capital Cities are worth 100. Capital city occupied by a General is worth Capital city value + Generals current value. One per region. Can deploy troops. Cannot have Capital city and fort on the same territory.
When going after a Capital City, you would first defeat any armies there, then the General, then lastly, the Capital.
4 - Forts. Forts are worth 40. Can build only one per territory. Can increase strength by assigning armies to that territory. The Armies would have to be defeated first, then any General(s), then attack the fort.
5 - Minimum moves to cross water. I suppose this adjustment lies in map making. X moves required to cross X waterway. For example, I would make it so it takes 3 turns to cross the Pacific Ocean and perhaps 2 turns to cross the Atlantic Ocean.
6 - Natural Disasters. Add another layer of realism. For example, every fourth turn you would lose X% of your forces to Malaria. Landslides. Desertion due to low morale. Earthquakes. Typhoon. Hurricanes. Tornado.
7 - Terrain. Mountains and valleys for example. Impassable and passable, though rough terrain. More than one turn to traverse. Structures cannot be built on rough terrain.
8 - Limit cards. Sometimes I think it would be better if the total amount of cards was capped.
9 - Real historical battles and set ups.
10 - Missions. As it is now, you're not finished until the map is beat. What if we had scenarios, like Search and Destroy? Espionage. Stealth and covert ops. Rescues. Insertion and infiltration. Missions was a lot of fun and would like to see it adopted here. Team Mission was also fun.
If you read all of this, I thank you.