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Deadbeating Partner Problem, Here's to Finding a Solution!

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Re: Deadbeating Partner Problem, Here's to Finding a Solutio

Postby TheForgivenOne on Fri Feb 18, 2011 1:22 am

Army of GOD wrote:
SirSebstar wrote:
LewisJB3 wrote:I do not see having a deadbeat partner as an advantage ever... Losing three turns of reinforcements from them pretty much should lose the game for that team. On the other hand... One game I played, one of the players was booted for having a multi. The remaining player instantly got all of his team mates territories. Of course, with the instant receiving of all his teammates territories, he easily swept in and won within two turns. I have no idea what a good fix for this would be, but it was very annoying.


this actually is a problem.
Here the other team did not get 3 turns of a no playing deadbeat, but an inmediate super enemy. this should be tqeaked so the other player does not get the troops untill 3 turns have passed...


Why? that would be so unfair.

People just flip shit when they're at the unfortunate end of a deadbeating enemy like they do when the dice don't go their way. I admit, when I get bad dice I get pissed and probably talk shit in the Gamechat, but it's stupid for me to think that the dice in general are unfair.

I don't recall ever being in a game where an enemy deadbeated, the other player got all of the deadbeating partners troops and then won the game. Every time it has happened with me in the game, the other team lost.


I think Sir was referring to a Multi that is kicked, not a deadbeat partner.
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Re: Deadbeating Partner Problem, Here's to Finding a Solutio

Postby Army of GOD on Fri Feb 18, 2011 1:27 am

TheForgivenOne wrote:
Army of GOD wrote:
SirSebstar wrote:
LewisJB3 wrote:I do not see having a deadbeat partner as an advantage ever... Losing three turns of reinforcements from them pretty much should lose the game for that team. On the other hand... One game I played, one of the players was booted for having a multi. The remaining player instantly got all of his team mates territories. Of course, with the instant receiving of all his teammates territories, he easily swept in and won within two turns. I have no idea what a good fix for this would be, but it was very annoying.


this actually is a problem.
Here the other team did not get 3 turns of a no playing deadbeat, but an inmediate super enemy. this should be tqeaked so the other player does not get the troops untill 3 turns have passed...


Why? that would be so unfair.

People just flip shit when they're at the unfortunate end of a deadbeating enemy like they do when the dice don't go their way. I admit, when I get bad dice I get pissed and probably talk shit in the Gamechat, but it's stupid for me to think that the dice in general are unfair.

I don't recall ever being in a game where an enemy deadbeated, the other player got all of the deadbeating partners troops and then won the game. Every time it has happened with me in the game, the other team lost.


I think Sir was referring to a Multi that is kicked, not a deadbeat partner.


Oh, I didn't read the post he quoted. Ok, I agree with that.
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Re: Deadbeating Partner Problem, Here's to Finding a Solutio

Postby tkr4lf on Wed Feb 23, 2011 11:16 am

I should clarify my previous statement as well. The two (now three) times that I have seen this happen, it was because a player was busted for being a multi, not a player deadbeating. That is a major problem, when one turn you've got two evenly matched teams, and the next turn, out of nowhere, you've got one team that is twice the size with twice the troops and likely a bonus or two that they didn't have before. Something should be done about that. I like having it where the deadbeat or multi player's troops go to neutral. It's what happens in a standard game, so why not in a team game?
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Re: Deadbeating Partner Problem, Here's to Finding a Solutio

Postby SirSebstar on Mon Feb 28, 2011 4:51 am

if you were to do this in a team game, you would essentially end the game. there is no way you can keep on fighting if your multi teammate just went neutral and the other team still has both players.
however, a mandatory 3 turn wait would equalize the deadbead with the multi, and thus repair this mistake
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Re: Deadbeating Partner Problem, Here's to Finding a Solutio

Postby Queen_Herpes on Thu Mar 03, 2011 12:43 pm

It seems like the current system works. I'm not sure why it would be changed back to a system that didn't work.
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