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Cashing in mid-round with only 3 cards

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Cashing in mid-round with only 3 cards

Postby moquel on Tue Sep 25, 2007 5:10 pm

I'm hesitant to call it a bug, because people more experienced than me would have pointed it out earlier, but I'm new, so please hear me out.

When you knock out an opponent in a game and receive his cards, you sometimes end up with more than 5 cards, and are thus forced to cash in. In the current system, if you were to get to 6 cards, who together form 2 complete sets, you get to cash both in. Why is this the case? If you get 6 cards, say all blue, cash in one set, you have 3 cards left - also all blue - you are then given the option to cash that set in as well. You can't cash in a set mid-round usually, so why should you be able to cash in when you are under 5 cards in this case? I fail to see the logic in it, and it never would have occurred to me that it would work this way if I hadn't seen it happen a couple of times now.

Is this something that is standard in Risk usually that I've just failed to notice, or is this something local to Conquer Club, and if it is, why is it there?
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Postby sully800 on Tue Sep 25, 2007 5:29 pm

I remember being bothered by this when I first joined. It changes the games a lot, but I've just gotten used to it over time.

I think there are some official versions of risk that state the cashing rules just like CC (keep in mind risk varies from country to country a bit also). But even if its completely unique to CC that's okay because we do have other unique features. It does take some time to adjust though, and it does make the cards more important.
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Postby moquel on Wed Sep 26, 2007 7:47 am

sully800 wrote:I remember being bothered by this when I first joined. It changes the games a lot, but I've just gotten used to it over time.

I think there are some official versions of risk that state the cashing rules just like CC (keep in mind risk varies from country to country a bit also). But even if its completely unique to CC that's okay because we do have other unique features. It does take some time to adjust though, and it does make the cards more important.


To me it just seems entirely illogical. It would be cool if the rules/instructions page mentioned it, if it is indeed intended behavior. It really doesn't seem natural for it to not even be in the paragraph regarding mid-round cashing in of cards if you eliminate someone.
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Postby Coleman on Wed Sep 26, 2007 10:01 am

I'd be completely lost if they 'fixed' this. I like double (or sometimes triple) turn ins. It'd be like when they fixed Make to let Make War work, (sorry C joke).
Warning: You may be reading a really old topic.
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Postby Aerial Attack on Wed Sep 26, 2007 11:12 am

You need to make this a poll.

Put 3 options:

1. Keep things as they are
2. You can only turn in (mid-turn) if you have 5+ cards
3. You can turn in (mid-turn) whenever you have a set

My guess is that the algorithm for each option would go as follows:

Code: Select all
OPPONENT ELIMINATED

Option 1:
a. Check if 5+ Cards (Guaranteed Set)
b. Force Card Cash (Recursively calls the Cashing Subroutine which checks for sets)
c. The Cashing Subroutine actually checks for 5+ Cards (on subsequent calls it adds the Later button if less than 5 Cards)

Option 2:
a. Set Elimination = true
a. Force Card Cash (Recursively calls the Cashing Subroutine which checks for sets)
c. The Cashing Subroutine actually checks for 5+ Cards (on subsequent calls it adds the Later button if less than 5 Cards)
c1. If Elimination = true AND Later button (less than 5 cards) then return false
d. Set Elimination = false (so you don't call Force Cash again until next Elimination)

Option 3:
a. Set Elimination = true
b. Force Card Cash (Recursively calls the Cashing Subroutine which checks for sets)
c. The Cashing Subroutine actually checks for 5+ Cards (on subsequent calls it adds the Later button if less than 5 Cards)
c1. If Later button Clicked, then return false
d. Set Elimination = false (so you don't call Force Cash again until next Elimination)


I personally like Option 3. The major change would be creating an Elimination variable and checking/setting that after each successful attack (I'm guessing it's probably already there).

Obviously any change (Option 2 or 3) could alter elimination strategy slightly. With Option 3 you might be willing to go after a slightly weaker person with only 1 card vs someone stronger with 3 cards (cash earlier and more often). With option 2 you might not be so willing to go after a weak person with a couple of cards (only 1 cash - 2 max).
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Postby moz976 on Wed Sep 26, 2007 11:51 am

This has already been suggested (by me) and rejected a long time ago

Here is the link http://www.conquerclub.com/forum/viewtopic.php?t=738
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Postby Aerial Attack on Wed Sep 26, 2007 11:59 am

That was the suggestion to limit the number of cashes (Option 2) to force you to have 5+ cards.

There has not been a vote on whether you should be allowed to cash with only 3 cards (Option 3).
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Postby Wisse on Wed Sep 26, 2007 12:17 pm

this is logic, in real life, when you would getting a chance of getting new armys you would like to do them all in 1 time instead of now this, and next turn that, that would be strange if you could only deploy half of the man that you would like to deploy
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Postby Aerial Attack on Wed Sep 26, 2007 12:24 pm

Wisse wrote:this is logic, in real life, when you would getting a chance of getting new armys you would like to do them all in 1 time instead of now this, and next turn that, that would be strange if you could only deploy half of the man that you would like to deploy


Using this same logic, we should be able to deploy as soon as we get a set.

Why would we wait to deploy until next turn? Obviously in Flat Rate, we have to weigh the color (red or green w/o bonuses) before cashing. Same with Escalating (is it too early in the game to cash in) - are there others who currently have 1 or 2 cards that would provide a swell takeover target with 1 more card.
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Postby Wisse on Wed Sep 26, 2007 12:31 pm

Aerial Attack wrote:
Wisse wrote:this is logic, in real life, when you would getting a chance of getting new armys you would like to do them all in 1 time instead of now this, and next turn that, that would be strange if you could only deploy half of the man that you would like to deploy


Using this same logic, we should be able to deploy as soon as we get a set.

Why would we wait to deploy until next turn? Obviously in Flat Rate, we have to weigh the color (red or green w/o bonuses) before cashing. Same with Escalating (is it too early in the game to cash in) - are there others who currently have 1 or 2 cards that would provide a swell takeover target with 1 more card.


we get the set after turn (since you can't play after your turn you can cash in in your next turn) or in mid turn and then you can cash in if you have 5 or more, well yeah it could be changed that you can cash in if you get then 3 or more, but i think most people don't want that added
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Postby Aerial Attack on Wed Sep 26, 2007 12:40 pm

5 Cards is a fairly arbitrary number. It's only used because that guarantees you won't end a turn over your card limit. Your argument that most people don't want the 3 card option is specious at best (there has been no such poll conducted or evidence in posts). No one else has voiced an opinion on this. They have voiced an opinion on the forcing you to have 5 cards in order to turn in subsequent sets - not in favor [people don't seem to be in favor of having to wait].

I'll open a new discussion with a poll, I'll include all 3 options (although it would be better if the first poster just changed theirs to include a poll).
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