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12 Hour Advantage (Not 12 hour turns)

Posted:
Sat Feb 03, 2007 5:42 pm
by notkin
When a person plays a team game the team that ended the last round has to wait for the other team to go. Because of this, if they coordinate it right, they could not go until there is only a few minutes left until the round is up, forcing the other team to miss their turn.
I know this is a strategy for some, but I think it is rather unfair. I propose that the team that ended the last round can not go until the other team goes or until the round has gone on for 12 hours, which ever comes first.

Posted:
Sun Feb 04, 2007 3:53 pm
by wcaclimbing
no

Posted:
Sun Feb 04, 2007 3:57 pm
by wcaclimbing
no

Posted:
Sun Feb 04, 2007 7:10 pm
by Marxwell
I had proposed a different solution to the same problem:
http://www.conquerclub.com/forum/viewtopic.php?t=12047
both solutions seem good to me, at least better than the way it currently is...
Re: 12 Hour Advantage (Not 12 hour turns)

Posted:
Sun Feb 04, 2007 8:08 pm
by hawkeye
notkin wrote:When a person plays a team game the team that ended the last round has to wait for the other team to go. Because of this, if they coordinate it right, they could not go until there is only a few minutes left until the round is up, forcing the other team to miss their turn.
I know this is a strategy for some, but I think it is rather unfair. I propose that the team that ended the last round can not go until the other team goes or until the round has gone on for 12 hours, which ever comes first.
Jump off a cliff, mountain, or tall building whichever is most convenient. Do this as quickly as you can.

Posted:
Sun Feb 04, 2007 8:30 pm
by Marxwell
I don't see where the problem with his suggestion is... if nobody likes his solution, what do you guys think of mine?

Posted:
Sun Feb 04, 2007 11:27 pm
by notkin
im cool with u guys not liking it but say why

Posted:
Sun Feb 04, 2007 11:52 pm
by hawkeye
It may look cheesy, but it's actually a real strategy. If it isn't a secret alliance or multi account it's legal.

Posted:
Mon Feb 05, 2007 1:29 am
by shaddowfire
It may be legeal, but it's exploiting a weakness in the coding. It's not really withine the game of risk. The real problem is when the one team plays, then they end their turn they get to go 1st in the next round, essentialy doubling up on their turns. It's a cheap way to force the opposing team to lose a turn and possibly their armies. (Yes they get them doubled, but maybe I held Europe, but then the other team, doubles their turn, they get into my well defended position, and then I lose 4 armies).
I really like this idea. Risk isn't about being an ass to players, or exploiting dumn shit. I think we should fix it so people can't take advantages of flaws in the coding. To put this in perspective, I would equate this flaw to someone finding a way to hack lacks server and forcing his account to always roll 6's. That also is exploiting the game, just at a more direct way.

Posted:
Mon Feb 05, 2007 4:35 am
by yeti_c
hawkeye wrote:It may look cheesy, but it's actually a real strategy. If it isn't a secret alliance or multi account it's legal.
It may be a real strategy but it's lame - be a man and accept that this should be coded out of freestyle.
C.

Posted:
Mon Feb 05, 2007 5:20 am
by gavin_sidhu
hawkeye wrote:It may look cheesy, but it's actually a real strategy. If it isn't a secret alliance or multi account it's legal.
Thats stupid, i totally support notkins suggestion

Posted:
Fri Feb 09, 2007 11:53 pm
by ericisshort
I agree that it is a really cheap move and it really shouldnt be allowed.
It is definitely a REAL strategy for some which means its a REAL problem for all the rest. Its happened to me and I've done it to someone by accident because me and my team couldnt coordinate our turn till near the 24 hour mark.
There should be an if statement somewhere in the code that if the time remaining < [fair amount] that the time remaining is reset to [fair amount] once team A starts their turn.[/code]

Posted:
Sat Feb 10, 2007 5:58 am
by Forza AZ
I have a slightly different suggestion for this (at least I think it is slightly different, you could mean the same?). I think the 24 hours should start at the moment you can take your turn. So for the player/team that ended a turn, the 24 hours should start at the moment another player/team starts his/their turn in the next rouns, while for the other players/teams it should stay like it is now.

Posted:
Sat Feb 10, 2007 6:03 am
by RobinJ
Notkin - your idea is stupid - forget it - why would we want to make our games last longer than they already do? I agree that something needs to be done about this but what you have suggested is not the way to go about it.

Posted:
Sat Feb 10, 2007 2:14 pm
by notkin
The games wouldnt last any longer than they do now, not with my suggestion. My suggestion means the round ends in 24 hours still, it just means anyone can play after 12.
In Forza AZ (not saying anything against your idea, just clearing up whose idea is whose) I believe the games could last 48 hours but in mine they would still last 24 hous at most.

Posted:
Mon Feb 12, 2007 3:54 pm
by Marxwell
Yeah, Forza's idea and mine allows the turn to last up to 48h, that's true. For me that's not at all a problem, but if for some reason you people find this to be a real problem then there's definately notkin's solution which works and doesn't make turns last longer....
Like someone before said, I've already accidentally used this too, because I couldn't coordinate with my partner fast, and really, I felt really bad for that game... it seemed like I was exploiting a bug, really shouldn't be allowed (I also didn't know it could be done, I discovered it that way).
It was right after that that I decided to create my topic in this forum
