joeyjordison wrote:yeh. sounds just rite only people may feel cheated in an adjacent for game. if ur armies get deployed miles away from front line they r basically wasted
well then they should take more care in missing turns. no?
Moderator: Community Team
joeyjordison wrote:yeh. sounds just rite only people may feel cheated in an adjacent for game. if ur armies get deployed miles away from front line they r basically wasted
hawkeye wrote:People have lives! This is just as bad as all of the other ideas. If you have something that wont disadvantage anyone I might think about it. Any arguments to me?
jaydog wrote:joeyjordison wrote:yeh. sounds just rite only people may feel cheated in an adjacent for game. if ur armies get deployed miles away from front line they r basically wasted
well then they should take more care in missing turns. no?
LazarusLong wrote:jaydog wrote:joeyjordison wrote:yeh. sounds just rite only people may feel cheated in an adjacent for game. if ur armies get deployed miles away from front line they r basically wasted
well then they should take more care in missing turns. no?
Another idea that was posted was to deploy the missed armies randomly but all on one country. This might work better for chained and adjacent games. Most of the time this would be just one or two turns away from a front line. Easier than gathering up a scattered force of ones and twos.
nunz wrote:LazarusLong wrote:jaydog wrote:joeyjordison wrote:yeh. sounds just rite only people may feel cheated in an adjacent for game. if ur armies get deployed miles away from front line they r basically wasted
well then they should take more care in missing turns. no?
Another idea that was posted was to deploy the missed armies randomly but all on one country. This might work better for chained and adjacent games. Most of the time this would be just one or two turns away from a front line. Easier than gathering up a scattered force of ones and twos.
There are other posts about having a game option ,not to allow/to allow the getting of armies not deployed in a missed turn. To put that option in, ie set up a game where missed turns mean you miss out on your armies, or not and also a skip turn button would solve 90% of the problems people have with skipped turns.
If you don't like getting extra armies for skipping turns, set up your own game with that option turned off or join games where they have that option off. If you allow that option and want to skip a turn then the button means others don't wait 24 hours for their next turn.
To me that seems the most democratic option as it allows people their options to vote with their feet by joining games that suit them and to also skip turns without holding others up. Neither option seems too hard to implement and should be possible using existing game code and it would stop all the wrangling on a couple of the forums by offering choice.
Just a thought....
If (SkipButton.IsPushed){
player.status = turnPlayed;
}
JupitersKing wrote:The reinforcements would have to be "smart."
JupitersKing wrote:I like the idea, and I support it, but there's a catch...
The reinforcements would have to be "smart."
If I hold North America, 5 bonus armies; 3 for territories, I should get 8 armies deployed there on a 3:3:2 ratio between Greenland, Alaska, and Central America (this should be determined by the +/- ratio of the neighboring force). If I hold Australia I should receive 3 armies (2 bonus + 1 for territories) on Indonesia. After continental reinforcements are deployed to the borders the remainder can be randomly deployed to the remaining territories outside these continents. In this way the 'minimum possible' reinforcements are placed at the critical places for defense on the next turn (thus creating a slight penalty for missing).
In this way you're not punished for missing a turn by having an opponent mass against you and attack now that you are a reinforcement cycle behind, you are also not penalized for having not missed a turn when that cycle is made up.
JupitersKing wrote:I like the idea, and I support it, but there's a catch...
The reinforcements would have to be "smart."
If I hold North America, 5 bonus armies; 3 for territories, I should get 8 armies deployed there on a 3:3:2 ratio between Greenland, Alaska, and Central America (this should be determined by the +/- ratio of the neighboring force). If I hold Australia I should receive 3 armies (2 bonus + 1 for territories) on Indonesia. After continental reinforcements are deployed to the borders the remainder can be randomly deployed to the remaining territories outside these continents. In this way the 'minimum possible' reinforcements are placed at the critical places for defense on the next turn (thus creating a slight penalty for missing).
In this way you're not punished for missing a turn by having an opponent mass against you and attack now that you are a reinforcement cycle behind, you are also not penalized for having not missed a turn when that cycle is made up.
b-b5 wrote:I totally agree with Laz but feel a random deployment of the armies would be too much of a disadvantage.
Would something like having to deploy the armies recieved for each turn in discrete locations work...ie if you miss a turn and get ur armies doubled you can place no more than half of them on any one territory.
This would prevent the advantage of being able to deploy double the armies on one territory. This gives those trying to defend their borders a chance to spread their armies as they would have if the 2 turns were taken. However it would also give the player who missed the turn the opportunity to use their armies more strategically but just not to attack in one place with.
But what happens if you'd held South America and North America... Venezuela and Central America would get surplus armies to defend against themselves!?
Blind Date wrote:Laz's idea is a fricking baseball bat named COMMON SENSE!!! And he has smacked you across the head and you still dont get it.
It is amazing to read how many people thinks it unfair or puts the person missing a turn at a disadvantage...Like many say...Its a game - we have a life....If you miss your turn - the penalty is you lose your armies. And its ok...You have a life.
But why would the Mods and Admin want to punish the players that never miss a turn or put them at a disadvantage?
Real simple....You miss a turn, you lose the opportunity for those armies. Done! Simple! If you missed because of work, family, etc....Its ok..You will lose approx 20 points and we all will move on.
Why is this a hard concept to grasp?
max is gr8 wrote:If you had 14 territories when you missed your turn
Then the next day yuo only had 11 instead of getting 4 units then 3 you'ld only get 6 so therefore it is fair for those who complain.
oaktown wrote:brilliant solution - doesn't punish, but also doesn't reward. Has the added benefit of not punishing the partner of a deadbeat by depriving you of those three armies every turn.
Question though: if I hold Europe and miss a turn, then by the time I come back I've lost Europe, do I get armies for having held Europe on my missed turn? I think i don't... by automatically assigning the armies from the missed turn, you probably WOULD get the bonus armies.
Of course, if you can actually hold Europe you're probably pretty active in the game and unlikely to miss.
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