Missing Turns & 'No Cards'. RULES HAVE TO CHANGE

I assume this has been mentioned before but I was unable to find the thread........
In 'No Card' games, it is often tactically better to miss one or two turns in a row. Miss 2 turns, come back with a surprise 9 & your neighbours will not know where you have been planning to make your move. There are no negatives since you don't miss out on cards.
It is bad enough dealing with deadbeats slowing the game down but the rules are set up for patient people to slow down the 'no card' game......and change the dynamics of standard tactical play.
I would prefer the missed turns not to accumulate troops in a 'no cards' game.
What are peoples thoughts?
In 'No Card' games, it is often tactically better to miss one or two turns in a row. Miss 2 turns, come back with a surprise 9 & your neighbours will not know where you have been planning to make your move. There are no negatives since you don't miss out on cards.
It is bad enough dealing with deadbeats slowing the game down but the rules are set up for patient people to slow down the 'no card' game......and change the dynamics of standard tactical play.
I would prefer the missed turns not to accumulate troops in a 'no cards' game.
What are peoples thoughts?