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Missing TUrns and Troop accumulation

Postby Kegdragon on Sun Feb 25, 2007 9:38 pm

I have a question/comments maybe someone can explain,

How many missed turns does it take for one to get booted? and why does troop accumulatin continue? Players seem to get rewarded by this process, and to be honest it seems like it's being done on purpose.

My game is 219231 and my opponent just got 3 rounds worth for Oceania plus territories. Needless to say it's a losing battle, but I'm wondering if there are others who consider this unfair...

Thanks for any replies!
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Postby ab327 on Sun Feb 25, 2007 9:46 pm

firstly, it takes 3 CONSECUTIVE missed turns to be booted.

and ive have seen a lot of noobs use this rule of missing 2 turns to tehir advantage, but really, if u take them out while they are missing turns it's not really an advantage
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Postby Mutt09 on Sun Feb 25, 2007 9:57 pm

But if a player holds a fortified continent and no one dares to tuch him, then it really blows! LOL
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Postby Flickflack on Sun Feb 25, 2007 11:04 pm

Except for the whole not getting any more land or any more cards thing.
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Postby Alyss on Mon Feb 26, 2007 10:25 am

Mutt09 wrote:But if a player holds a fortified continent and no one dares to tuch him, then it really blows! LOL


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Postby Jake Kelton on Mon Feb 26, 2007 11:09 am

I think it's slightly unfair in that, when you are releasing small amounts of armies, they can get beaten and fought by the small armies of the other player(s). But when you get a whole lot of armies and load them on one place, it gives you the advantage in numbers. :)
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Postby yukio on Mon Feb 26, 2007 6:41 pm

Yeah, I've seen more than a couple people use this tactic. Until somebody is booted they are an active player and must be treated as such. You have to take the possibility of their return into account when planning your strategy.

However, I feel that it is a rather risky lame tactic that's unworthy of respect in that it impedes the enjoyment of the other players in the game, and just plain takes forever. I mean, you and the other active players are battling it out and taking their lumps.... while somebody doesn't do anything at all. 24 hours pass by and the active players continue fighting it out. Sure, you can attack the idle player but more often than not you have someone who is actually playing gunning for you and you have to address their aggression first.

Perhaps a missed turn penalty should be brought into play like if you don't deploy troops on your turn you loose them or at least if someone misses 2 turns and then comes back, he/she doesn't have the luxury of coming with a mini-stack. Or how about this... their troops are automatically deployed at random. I can pardon a missed turn, but two or more in one game is just too much. if you aren't going to play then don't join a game. just a thought....
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Postby GrazingCattle on Mon Feb 26, 2007 6:57 pm

I like the last guys thought. How about you don't get con bonuses for missed turns. Most people who miss turns for stratagy are doing so because they have a fortified con. and know people have bigger fish to fry. I have seen that work well with Australia.

My favorite idea is random spawning. In an unlimited game it hurts their attack power but doesn't hinder them from fortifying areas. In chained or adjacent you could be mega screwed! So After a random spawn, you get one unlimited fortification? Or would people abuse that in Chained and adjacent games? hmmm....
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Postby silvanthalas on Mon Feb 26, 2007 7:48 pm

Considering I've just seen this 'tactic' used first hand in a game in round 3, when nobody has a full chance to set themselves up in the first place, and it caused me to get run over, the guy who did it is going on my ignore list.

Something needs to be done about this 'tactic'. :evil:
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Re: Missing TUrns and Troop accumulation

Postby Trevor33 on Mon Feb 26, 2007 8:29 pm

Kegdragon wrote:I have a question/comments maybe someone can explain,

How many missed turns does it take for one to get booted? and why does troop accumulatin continue? Players seem to get rewarded by this process, and to be honest it seems like it's being done on purpose.

My game is 219231 and my opponent just got 3 rounds worth for Oceania plus territories. Needless to say it's a losing battle, but I'm wondering if there are others who consider this unfair...

Thanks for any replies!


:idea:
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Postby Thimble on Thu Mar 01, 2007 3:51 pm

always attack the guy who misses turns. he doesn't get the troop/continent bonuses multiplied if he doesn't have the troops/continents.

plus, even if he had them on the first missed turn, the application still doesn't give him any credit for them if he's lost them.
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Postby hawkeye on Thu Mar 01, 2007 4:04 pm

If you don't read the game log you don't know if someone missed a turn and thus you can treat them normally.
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Postby tahitiwahini on Thu Mar 01, 2007 4:28 pm

Thimble wrote:always attack the guy who misses turns. he doesn't get the troop/continent bonuses multiplied if he doesn't have the troops/continents.

plus, even if he had them on the first missed turn, the application still doesn't give him any credit for them if he's lost them.


Very good idea. All other things being equal, it's always a good idea to attack the player who misses his turn, because by attacking that player you are really getting a bigger benefit beyond that which you would get from attacking a normal (non-turn missing) player. It's like getting a force multiplier bonus.

This is especially true if you can eliminate the guy who misses his turns, because then all those potentially doubled armies just disappear.

Plus it's just good for the pace of the game to get rid of someone who chronically misses turns.
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Postby GrazingCattle on Thu Mar 01, 2007 4:34 pm

tahitiwahini wrote:
Thimble wrote:always attack the guy who misses turns. he doesn't get the troop/continent bonuses multiplied if he doesn't have the troops/continents.

plus, even if he had them on the first missed turn, the application still doesn't give him any credit for them if he's lost them.


Very good idea. All other things being equal, it's always a good idea to attack the player who misses his turn, because by attacking that player you are really getting a bigger benefit beyond that which you would get from attacking a normal (non-turn missing) player. It's like getting a force multiplier bonus.

This is especially true if you can eliminate the guy who misses his turns, because then all those potentially doubled armies just disappear.

Plus it's just good for the pace of the game to get rid of someone who chronically misses turns.



Ya, but rarely are all things equal. I find that when people use this "Tactic" they know that you would over extend your self if you attack them. Thats why they do it.
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Postby Colossus on Sat Mar 03, 2007 12:59 pm

Where the strategic deadbeating 'tactic' is most ridiculous and aggravating is in assassin games. I just finished a 6-player assassin game with the Australia map and escalating cards in which the victorious player deadbeated as soon as he got a set. He deadbeated twice in a row, knowing that he was isolated from the player hunting him and waiting for the card exchange to grow. In this case, failing to get a card actually helped him because he wasn't forced to turn in his set early. He is now on my ignore list because his 'tactic' turned a good game into ridiculously lame one. Really pisses me off that players get their bonuses multiplied for missed turns. And I think that their card sets should be locked at the value of the last turn that they deadbeated so this kind of crap can't happen. In standard games or terminator games, it behooves other players to kill the deadbeat, but you can't do that in assassin games, quite the contrary, the players that show up have to protect the deadbeat from their hunter so as to avoid losing because some idiot isn't protecting himself. In that case, one cannot just pretend as though the deadbeat is going to show up again, as has been suggested above. :evil:
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Postby Rhylan on Mon Mar 05, 2007 9:47 pm

I'm new to this site and this just happened in a game I'm involved in.

I think it's ridiculous and shouldn't be allowed.

When you start a game, everyone owns the same amount of countries and they all have 3 armies in each. No one has a distinct territorial advantage, anywhere. So, why not just forfeit your first two turns? Everyone is on the same level anyway, and what's the worst that can happen to you? Someone knocks you out of two countries, while only gaining 6 armies.

By the time the third turn rolls around, there are quite a few countries with 1 and 2 armies in them. By deadbeating, you get to drop 9. Probably an automatic ticket to owning South America, all things considered.

If you're in a game where card values escalate, then it makes the first rounds even less important.

It sucks. You waste 48 hours waiting on someone to deadbeat, then they slap you down.
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