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Missed Turn Multiplier

Postby Optimus Prime on Tue Mar 20, 2007 11:48 pm

I'm a little confused as to why players get to have bonus armies if they miss their turn. I understand that there are folks who accidentally miss turns, but there are those out there trying to get the advantage by missing a turn and then trading in cards at the same time. Why is this the way this works? I'm just curious. Seems like they shouldn't get extra armies, that might eliminate some of turns that are missed on purpose? Has anyone else thought about this?
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Re: Missed Turn Multiplier

Postby Genghis Khan CA on Tue Mar 20, 2007 11:57 pm

Optimus Prime wrote: Has anyone else thought about this?


Yes, and many times...

http://www.conquerclub.com/forum/viewtopic.php?t=1876

http://www.conquerclub.com/forum/viewtopic.php?t=9536

I'm sure there's about 1000 other threads about this too.
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Postby oVo on Wed Mar 21, 2007 4:04 am

The only solution... jump 'em while you can.
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Postby Optimus Prime on Wed Mar 21, 2007 8:59 am

That's what I figured.
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Re: Missed Turn Multiplier

Postby tahitiwahini on Wed Mar 21, 2007 9:04 am

Optimus Prime wrote:I'm a little confused as to why players get to have bonus armies if they miss their turn. I understand that there are folks who accidentally miss turns, but there are those out there trying to get the advantage by missing a turn and then trading in cards at the same time. Why is this the way this works? I'm just curious.


I can see why you're confused. Seem like an incentive to miss turns, doesn't it? If we really want to reduce the number of missed turns it seems like we could remove the missed turn bonus.

It has been discussed before, but so far the missed turn bonus remains in effect. I'm not sure further discussion will change that, but on the other hand it can't hurt either.
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Postby alex_white101 on Wed Mar 21, 2007 9:07 am

maybe we could half the armies you gain (if that leaves a half number round up) or something similar, then you wont be completely losing out if you miss a turn. because life happens and people have legitimate reasons to miss turns, but also it will lessen the incentive to deliberately skip turns in order to gain the double or triple armiesin one go.
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Postby Kahless on Wed Mar 21, 2007 9:09 am

I can't see how there's any advantage to missing your turn. The same effect can be achieved by taking your first turn and deploying the men, then moving onto the next round without doing anything else.
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Postby tahitiwahini on Wed Mar 21, 2007 10:32 am

Kahless wrote:I can't see how there's any advantage to missing your turn. The same effect can be achieved by taking your first turn and deploying the men, then moving onto the next round without doing anything else.


They are different in two ways, both involving an element of surprise:

1) In your scenario, there is less of an element of surprise because the deployment you make (while you could have been missing your turn) is seen by everyone at the end of that turn. That is, at the end of your "not missed, but no attacks made" turn all the other players see where you have deployed your armies you received for that turn.

2) In the missed turn scenario, players must consult the game log to figure out whether someone has missed a turn and they have a potential double or triple missed turn bonus to deal with beyond the normal turn allotment. In your scenario, the player will merely be getting his normal allotment. There is an element of surprise that benefits the missed turn player, but not the "not missed, but no attacks make" turn player.

So for these reasons the same effect cannot be achieved in your scenario that can be achieved with a missed turn. A missed turn has these two advantages.

There's a fundamental difference between deploying 3 armies in two consecutive turns and deploying 6 armies in one turn. The latter enjoys greater tactical advantages in attacking, even though the number of armies is the same in each case.

It can be argued that it is each player's responsibility to keep track of whether any other player has missed a turn. If I were to miss a turn I'm not sure the fact that I missed a turn should necessarily impose this burden on the other players especially considering I'm already wasting 24 hours of their time by missing my turn in the first place.

I will also mention that the new "Conquer Club - Roberts Mods" greasemonkey script greatly helps with dealing with the second advantage of missed turns mentioned above, by highlighting the fact that someone has missed his turn and incorporating that information into the armies/turn calculation. It's a great enhancement to the original script in my opinion.
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Postby firth4eva on Wed Mar 21, 2007 1:48 pm

edit
Last edited by firth4eva on Sun Dec 30, 2012 3:50 pm, edited 1 time in total.
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Postby tahitiwahini on Wed Mar 21, 2007 2:33 pm

firth4eva wrote:how about private ranks and above dont get any


Actually it doesn't really matter to me if I'm delayed by a new recruit or a general, the negative impact to me is the same. So I wouldn't want to distinguish among the ranks of those who miss their turns.

Here's my thought. If a player misses his turn then he misses his turn. That is, the player missing a turn would receive nothing of benefit for that turn. He would participate in none of the phases of a turn (deployment, attack, and fortification) nor would the benefits of his turn be deferred to a future turn. He would simply miss a turn. End of story.

After a certain number of missed-turns (I would favor two) the player would be kicked out, the armies would remain on the board as would the cards. When the other players eliminate that player's armies they would inherit that player's cards. The player who was kicked out would have his name lined out in the roster of players so it would be possible to see who the players still in the game were.

No one under any circumstances would consider missing a turn on purpose, because there would be absolutely no benefit in doing so.

It would thereby reduce the number of missed turns we all have to experience here, thus improving the game for everyone (except of course the person who missed his turn). But then who in the game is more responsible for a player missing a turn than the player himself. The responsible party should bear the cost. It's the equitable thing to all the players.

Let's say I miss my turn because I lose my power for four days due to an ice storm. I would feel really badly about making the other players wait 72 hours for me to take a turn that I'm never going to be able to take. Moreover, I would feel really bad if I screwed up the other player's strategies because they have to prepare for the case that I miss two turns and come back with a doubled army allotment before I miss my third turn. Talk about screwing up a game.

Under my suggestion, the other players don't have to worry about my coming back into the game with a double army allotment. Therefore the player who missed his turn (me) would have less negative impact on the rest of the game.

When a player misses a turn I think his first responsibility is to the other players in that game. I would like the rules changed so that if I ever have to miss a turn, the negative impact to the other players in the game is minimized. The consequences of missing a turn should primarily affect the person who missed the turn, not the other players who happen to be in a game with him.
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Postby St John on Wed Mar 21, 2007 2:41 pm

I totally agree with tahitiwahini ^
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Postby ahchin on Wed Mar 21, 2007 7:59 pm

just get soldiers for the numbers of country u own but minus off the bonus for the continent.
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