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TURNCOAT - player statistic to show % of alliances broken

IDEA: A player statistic visible to other players that shows your % of alliance broken before <x> number of turns.


[Note: exact number of turns to be defined.]


HOW TO VOTE FOR THIS FEATURE? Tap the 'Do you like this idea?' below



109 people like this idea

PLEASE DO NOT DO THIS! THE WHOLE POINT OF THE GAME IS BETRAYING PEOPLE, DONT MESS WITH A CLASSIC GAME.

1 person likes this
This needs to be done perfectly in order for it to be good. Sometimes an ally wouldn't mind you taking one of their territories that they don't care about. There needs to be a way that you can do that without breaking an alliance. Also, all alliances are eventually broken. There needs to be a set number of turns or when there's only two players left when you can break in alliance without it affecting your stats. If it isn't done exactly this way it could be very very bad.

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Not a good idea. As far as I'm concerned, the alliance option is a form of communication, basically saying I'm not after you and breaking an alliance is usually your way of saying "I'm angry and coming after you." Since there is no actual communication within the game aside from this and smile icons, it really shouldn't be treated as anything official that needs to be followed.

 


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It's impossible to keep a alliance whole game for one but also there's other ways you can betray by simply moving all your troops to their border in prep for attack and if they attack you the next turn, it would count as them being the betrayer. Would be cool but wouldn't really work

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Okay to most of what you said except for disliking being ganged up on. You are going to lose games. Somebody always does. Being ganged up on means you were either easy pickings or a threat that could not wisely be ignored. I shrug off the first and scream "Battle!" at the second situation.

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Yes these situations which you are describing do happen and there is no cheating involved. It is definitely possible to get everyone else to Rally against an opponent who was obviously going to destroy everyone if you don't all team together. I am not talking about just these situations. I am talking about when there it's definitely cheating going on and I want to be able to label a player so that I know not to let him into my games. I've played over 800 games in the last 5 months and there have been times when I suspected a player of cheating and I'll end up with a game again with that person and his same sub account and the same exact thing happens again where the two accounts coordinate with each other perfectly to be able to wipe out everyone else was on their own. I have even noticed players like this on my list that will join the game and when I poop the secondary cheating account the other one will immediately exit the game room. It's not a common problem but it's something that I have concerned about and have to take screenshots of players names and memorize them just in case I bump into them again. The worst part is that people can change their player name based on Facebook risk profile or their Google Play account.

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Trojanwhite, what if you took over an allied territory just for controlling a whole continent/area?

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I can also recall a few games where I've noticed movements that appear to be cheating so I decide to pick on the high ranked account and knock him out even though it's stupid to do so. Then the secondary account will freak out in all out emotion trying to destroy me even if it means the other players will easily sweep him. It's funny to watch.

 


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I'm still going to disagree with the alliances broken part of it. All alliances must be broken at some point. The point of the alliance is to try to keep each other from killing each other early on, or a way to say you won't attack when you plop a huge army nearby. Does the other trust you? He may have reason not to. Afterall, part of the game is about being deceptive.

I use the alliance feature as a way to guarantee I will not attack someone until I'm able to sweep him or her from the board. and other than killing 1's or trapped armies to take a continent, I really don't kill the ally. The game is political. You need to know what you're doing. Sure, some people make alliances and just attack you anyway but the game is a free for all, not a team game. It's just a communication.

 


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Alliances should be set for a certain amount of turns. They also need to NOT show ranks of players till after the match.

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I'm for a very rough score, say a 3-level system with a relatively short memory span.


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I think if this is implemented, an alliance should be automatically officially broken if it is broken in action.

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I think people are trying to make alliances too official. It's really just a form of communication. "Hey, I wont attack you." And breaking an alliance usually means "you've pissed me off!"

 


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Risk is a free for all game. Alliances should be removed from the game.

 


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I think we should be able to say how many turns for a allaince. So u could request a 4 turn allaince or a final 2 deal. Would be nice. Also just like real risk everyone laying sees who makes allaince normally

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