Conquer Club

How to deal with people who skip turns to get more troops

Talk about all things related to Conquer Club

Moderator: Community Team

Forum rules
Please read the community guidelines before posting.

Postby flashleg8 on Fri Jun 29, 2007 3:19 am

Sparqs wrote:

If you’re premium then it doesn't matter...
I'm going to assume that this whole section is rhetorical, as clicking the Profile button would indicate my membership status.


It was. Not meant for you specifically, I take your point on opening too many games - but things change week to week and many games last much longer than originally expected (not to say that I myself am guilty of missing turns – I always get an account sitter if I’m struggling).
I'll agree to disagree with your point on the advantages of having a "stack" to position after deadbeating. I still believe this can be countered - or at least massively offset by the free attack phase the other players are given.
Image
User avatar
Sergeant 1st Class flashleg8
 
Posts: 1026
Joined: Wed Jan 17, 2007 10:21 am
Location: the Union of Soviet Socialist Scotland

Postby silvanthalas on Fri Jun 29, 2007 11:40 am

Jove wrote:I was actually hoping the thread would go towards the best way to deal with it strategically not with changes with CC, but a skip turn button would be helpful.


Unfortunately, there isn't a solid way of dealing with it strategically, because it just forces you to also sit on your thumbs, or continue doing what you were doing and hope it doesn't cost you in the end.

Obviously, neither is desirable.

So, here's to hoping changes are made soon so this won't be an issue.
User avatar
Sergeant 1st Class silvanthalas
 
Posts: 144
Joined: Wed Jan 03, 2007 9:52 pm

Postby Sparqs on Fri Jun 29, 2007 4:01 pm

flashleg8 wrote:I'll agree to disagree with your point on the advantages of having a "stack" to position after deadbeating. I still believe this can be countered - or at least massively offset by the free attack phase the other players are given.

Hey, thanks! Here's a player with whom I can have a discussion.

I certainly agree that the big-stack advantage can be countered. It's a great feeling to break your opponent's bonus and know they will end up with fewer total armies, because they missed a round when they would have collected it.
User avatar
Sergeant Sparqs
 
Posts: 173
Joined: Tue May 29, 2007 5:52 am

Postby Jove on Sat Jun 30, 2007 12:29 pm

but it has its risks because if the dice go aginst you and you can't take the bonus, you're a sitting duck.

in most games where I've encountered it (and by most games, I mean all 3), the dice have been against me. so the one time I tried to break the bonus and failed, the second one I broke it and won, but the third one I couldn't break it, but it's pretty much evened out with the third person now in control....what relevance my telling you this has, I dont know
Private Jove
 
Posts: 7
Joined: Mon Apr 23, 2007 12:09 pm

Postby Adran on Sun Jul 01, 2007 11:40 am

Jove wrote:I was actually hoping the thread would go towards the best way to deal with it strategically not with changes with CC, but a skip turn button would be helpful.



In the game in question I would do my best to reduce their bonus troops, in a 3 player game on the classic map you're looking at 5 troops a turn (15 territories). If you kill 4 territories on your turn then when they get there "double turn" they get 6 armies, which isn't very much of a double turn.
When they are both doing this, you probably can't attack them both enough to weaken them, but making comments in chat might manage to get them to turn on each other.

Adran
Corporal 1st Class Adran
 
Posts: 29
Joined: Thu Dec 14, 2006 1:53 pm
Location: London

Postby Blackadder on Wed Jul 04, 2007 6:41 pm

Another case of this happening 2 turns taken out of 4 rounds :roll:

http://www.conquerclub.com/game.php?game=585519

True to form, I am expecting them to miss this turn so sitting around and waiting for the 24 hours to be up :roll:
User avatar
Cook Blackadder
 
Posts: 91
Joined: Sun Nov 12, 2006 10:12 pm
Location: Sydney,Australia

Postby zeroster on Thu Jul 05, 2007 8:58 am

Blackadder wrote:Another case of this happening 2 turns taken out of 4 rounds :roll:

http://www.conquerclub.com/game.php?game=585519

True to form, I am expecting them to miss this turn so sitting around and waiting for the 24 hours to be up :roll:


As far as I'm concerned that is just abusing the system. That facility is in place in case a player for some reason cannot take a turn. It is not in place for a player to use to try and gain a tactical advantage.

The last time I was in a game where that happened I argued the point with the other players and we agreed to jointly do our utmost to eliminate him before it happened again.

Another way to counteract this tactic would be to do the same thing yourself (take a turn, miss a turn).

But where would we be if we all did that? Playing games at an even slower rate, that's where.
Last edited by zeroster on Thu Jul 05, 2007 11:25 am, edited 1 time in total.
The more you know the more you know you don't know what you know stone's throw left to go bad weather hell for leather now and zen you goof again you never blow your trip forever.
User avatar
Corporal 1st Class zeroster
 
Posts: 31
Joined: Thu Mar 08, 2007 12:36 pm
Location: Preston

Postby DiM on Thu Jul 05, 2007 9:01 am

the best way to deal with turn skippers is to make sure they get as few troops as possible from this.

on time a guy decided to skip turn when he had a bonus of 8. i broke his bonus and out of the double turns he got just 6 so he wasted 10 troops. he got back his bonus and tried the same thing. again i broke his bonus and again he got just 6. took his turn and could not get his bonus again. then deadbeated.
“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku
User avatar
Major DiM
 
Posts: 10415
Joined: Wed Feb 14, 2007 6:20 pm
Location: making maps for scooby snacks

Postby MR. Nate on Fri Jul 06, 2007 7:47 pm

I have a confession, and this is as good a place as any.
I was playing great lakes, 539894 4 of us left, flat rate. I had WI & Min. I missed a turn, and Wisconsin was cracked, but I was out of town, so I missed. Instead of cracking Min as well, they let me ride. The 16 armies I got from the missed turn and intact borders allowed me to take out another player, which ultimately turned into a win.

So, if they're deadbeating, take their bonus, wipe them out.
AAFitz wrote:There will always be cheaters, abusive players, terrible players, and worse. But we have every right to crush them.
MeDeFe wrote:This is a forum on the internet, what do you expect?

End the Flame Wars.
User avatar
Corporal MR. Nate
 
Posts: 951
Joined: Tue Dec 19, 2006 10:59 am
Location: Locked in the warehouse.

last login time

Postby Hastur on Wed Jul 11, 2007 8:06 pm

put a last login date/time stamp in their profile, then you'll know if theyre deadbeating or not

if theyre last login is within 24 hours, you'll have plenty of flame.
if not, its probably justified.
User avatar
Corporal 1st Class Hastur
 
Posts: 4
Joined: Mon Jun 25, 2007 6:52 pm

Re: How to deal with people who skip turns to get more troop

Postby civver on Thu Jul 12, 2007 10:18 am

Jove wrote:I'm in a game with 2 others and one skipped a turn to get more troops and took a continent with it. Now both have skipped a turn, how would you deal with this sort of situation?

1. Try to eliminate them or contain them as soon as possible.
2. Inform other players of this threat.
User avatar
Corporal civver
 
Posts: 76
Joined: Sun Apr 29, 2007 8:41 am

Postby Tashunca-uitco on Sun Jul 15, 2007 6:39 pm

Destroy them.
Take all they have.
Hear the lamentations of their women
Carry their scalp on your saddle as a warning to others :x
'White man came across the sea
He gave us pain and misery
We fought him hard
We fought him well
Out on the plains - we gave him hell
User avatar
Cook Tashunca-uitco
 
Posts: 14
Joined: Wed Jun 06, 2007 12:16 pm
Location: London

Postby Windparson on Fri Jul 27, 2007 2:12 am

lol
"Get there fustest with the mostest", " War means fightin, and fightin' means killin." N.B.F

Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. U.S. Grant
User avatar
Corporal 1st Class Windparson
 
Posts: 243
Joined: Wed Jan 10, 2007 10:51 pm
Location: Central Virginia

Postby Emperor Skippy on Sun Jul 29, 2007 5:16 pm

I do feel an FYI from a potential Skipper is, at least, courteous, even though I think the strategy is garbage. Right now, I may have a potential Skipper in one of my games, and he's on my team in a Triples. After turn 2, since I don't know his intentions and to help my team, I took one of his territories. If he shows up with the bonus stuff and complains, hey, little FYI on your plans bud and if none are forthcoming, then sorry. I plan on winning my games to the best of my abilities. If your plans are to get bonuses by skipping turns, my thought is you don't give a crap about the game and since that's the case, I don't give a crap about you.
User avatar
Private Emperor Skippy
 
Posts: 57
Joined: Tue Jul 10, 2007 12:05 pm
Location: Pittsburgh, PA.

Postby Mensathis on Mon Aug 06, 2007 1:17 pm

There's no question that the double army deployment after a skipped turn can be a huge tactical advantage, especially with escalating cards. The only thing that the remaining players can afford to do is turn their attentions to whittling down the Skipper as much as possible before s/he returns.

That way their bad behaviour is punished, (and let's face it, it's not GOOD behaviour), and their tactical advantage is mitigated. In a four or more player game, where all players are INDEPENDENTLY using this strategy, Skippers will find that the tactical advantage of skipping one deployment to get two later is not such a great idea after all.

Obviously there will be some Prisoner's Dilemma situations arising as players try to decide whether to Cooperate with the Whittlers or to Defect and attack one of the Whittlers where they are temporarily vulnerable, but I think that given the reality of Double Deployment, there is no other viable strategy.
User avatar
Corporal Mensathis
 
Posts: 56
Joined: Mon Jul 02, 2007 12:01 pm
Location: Vancouver

Postby Bijo on Mon Aug 06, 2007 1:23 pm

You know, i hate that kind of players , but i fucked up one of them by watching when he loggs in and out and then i wait 23 hours and make a turn , then again, then he losed control of abusing and deadbeating, he wasnt able to play anymore cause he missed too many rounds, thats what i did once because he made me angry about waiting 24 hours for the next move...
It's much more important how you deal with loses than with wins, because everyone can deal with wins, but only the greatest can deal with loses!
User avatar
Private 1st Class Bijo
 
Posts: 52
Joined: Sun Jul 22, 2007 5:21 am
Location: Vodice

Postby Lufsen75 on Tue Aug 07, 2007 4:00 am

I suggest that if you deadbeat you dont get doubles or triples armies when you come back. if you deadbeat you must not have benefit of it. so every turn you do you have the amount of armies that they have a normal turn. people use the system too much.
User avatar
Corporal 1st Class Lufsen75
 
Posts: 3818
Joined: Wed Nov 22, 2006 4:39 pm
Location: Värmdö

Previous

Return to Conquer Club Discussion

Who is online

Users browsing this forum: Dinosauro