Page 1 of 1

5 cards when Time runs out!

PostPosted: Tue Nov 16, 2010 1:15 am
by TotoroHat
Suggestion: Penalize players who, in freestyle, have 5 cards at the beginning of their turn, do not cash, and run out of time.
PLACE THE NAME OF THE SUGGESTION IN THE SUBJECT LINE!


In Freestyle games, if a player has 5 cards at the beginning of their turn, they can wait until the timer runs out and then cash in on the next round assuming that their opponents would cash in the normal manner, and increase their bonus. Now players with 5 cards at the beginning of their round would loose cards if they still had five cards when they run out of time.


If you run out of time with 5 cards then you loose 2 cards (or 3 or whatever we deem it to be)

Specifics/Details:

If you run out of time with 5 cards then you loose 2 cards (or 3 or whatever we deem it to be)


How this will benefit the site and/or other comments:

I've been in a few 8 man esc games (and a few 5/6 man games) where when waiting to see who cashes first time runs out and the players benefit from waiting until the next round to cash
effectively loosing their deploy (usually 3 men) to get a higher cash!

Re: 5 cards when Time runs out!

PostPosted: Tue Nov 16, 2010 2:18 am
by TheForgivenOne
TotoroHat wrote:Suggestion: Penalize players who, in freestyle, have 5 cards at the beginning of their turn, do not cash, and run out of time.
PLACE THE NAME OF THE SUGGESTION IN THE SUBJECT LINE!


In Freestyle games, if a player has 5 cards at the beginning of their turn, they can wait until the timer runs out and then cash in on the next round assuming that their opponents would cash in the normal manner, and increase their bonus. Now players with 5 cards at the beginning of their round would loose cards if they still had five cards when they run out of time.


If you run out of time with 5 cards then you loose 2 cards (or 3 or whatever we deem it to be)

Specifics/Details:

If you run out of time with 5 cards then you loose 2 cards (or 3 or whatever we deem it to be)


How this will benefit the site and/or other comments:

I've been in a few 8 man esc games (and a few 5/6 man games) where when waiting to see who cashes first time runs out and the players benefit from waiting until the next round to cash
effectively loosing their deploy (usually 3 men) to get a higher cash!


And there are also when player legitimately timed out due to a lag. So we get to punish them too? It's happened to me many times. Go to cash about 10 seconds left then BAM, I'm hit with lag and it randomly comes back at 2 seconds left. You think I'm gonna try and cash with 2 seconds left and deploy, with the risk of losing my troops?

Think about it, they may get in an extra 5 troops, but they also lose a card, which can be very costly.

Re: 5 cards when Time runs out!

PostPosted: Tue Nov 16, 2010 3:00 am
by InsomniaRed
The amount of times this legitimately happens due to lag is enough for this suggestion to be rejected. Most of the time when people want to skip cashing to get more troops, they don't even start their turns. I like it the way it is, if they do begin their turn and time out, they not only lose their deployment, they also lose a card.

Re: 5 cards when Time runs out!

PostPosted: Tue Nov 16, 2010 3:09 am
by Darwins_Bane
I think that there is enough balance in the current system, in that you have time to prepare for it, and they lose a card to do it. If your suggestion were implemented, then anyone could just wait and attack, knowing that they would get another card. I don't feel this would be a better system than the current one. Moving this to rejected.