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1756299364 Conquer Club • View topic - Missing turns
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Missing turns

PostPosted: Tue Apr 02, 2013 5:59 pm
by sportsgod24
Ok, so I know that if three straight turns are missed the player automatically loses. Why is there not a rule that does not involve consecutive misses? Currently I'm in a game where the opponent took an early lead and virtually had it won. Since then, he has missed four turns total and can still win it easily, even if he misses his next turn. I think it is terrible that a player can miss 5 turns and still win a game, but even aside from that a pointless game has been dragged on for over a week.

I would suggest making it three missed turns period and you lose. Or at the very minimum stop giving them deferred troops after two misses and cap it at like 5 total misses. Anyone out there agree with me?

Re: Missing turns

PostPosted: Tue Apr 02, 2013 6:04 pm
by _sabotage_
I had a teammate in 8-player doubles, didn't take a single turn and won like 51 points.

Miss turn = forfeit simple.

Re: Missing turns

PostPosted: Fri Apr 05, 2013 8:27 am
by ItsAJackal
I'm still pretty new to the site, but has missing turns become a strategy? I've been in multiple games where it seems like someone will just purposely miss two turns to have a massive amount of troops to deploy. In a nuclear game where these troop swings shouldn't happen, it's a big deal.

Re: Missing turns

PostPosted: Fri Apr 05, 2013 8:47 am
by Gilligan
ItsAJackal wrote:I'm still pretty new to the site, but has missing turns become a strategy? I've been in multiple games where it seems like someone will just purposely miss two turns to have a massive amount of troops to deploy. In a nuclear game where these troop swings shouldn't happen, it's a big deal.


Against lower ranks it might be them not caring. But in tournament or clan play, that very rarely happens.