I see your point, that we've already banned them from team games, so it would suck to have to ban them from assassin too, but honestly, to get the first promotion, all you have to do is play a couple of games out. It's not like there's a point requirement.
Ask yourself WHY we banned noobs from ...
Search found 5 matches
- Thu May 10, 2007 6:09 pm
- Forum: Archived Suggestions
- Topic: deadbeats in assassin games....
- Replies: 19
- Views: 2503
- Thu May 10, 2007 2:49 pm
- Forum: Archived Suggestions
- Topic: deadbeats in assassin games....
- Replies: 19
- Views: 2503
- Thu May 10, 2007 2:33 pm
- Forum: Archived Suggestions
- Topic: deadbeats in assassin games....
- Replies: 19
- Views: 2503
an example...
In this game, I was originally slated to kill teal, who played 1 turn and went deadbeat. So, knowing that he's going to deadbeat, I either have to kill him in 4 rounds, which is practically impossible, or not figure out who my target is until 5 rounds into the game.
http://www.conquerclub.com/game.php?game=405437#gmtop
http://www.conquerclub.com/game.php?game=405437#gmtop
- Sun May 06, 2007 3:43 pm
- Forum: Archived Suggestions
- Topic: deadbeats in assassin games....
- Replies: 19
- Views: 2503
deadbeats in assassin games....
Not sure how much this has been discussed before, but I really don't like the current situation regarding deadbeats in assassin games. Under the current situation, let's say my target is "blue". Blue plays one or two turns, then goes deadbeat. I'm going after "blue" really hard, and have him almost ...
- Mon Dec 04, 2006 3:29 pm
- Forum: Suggestions
- Topic: [GO] Unlimited Adjacent Fortification
- Replies: 141
- Views: 69639
[GO] Unlimited Adjacent Fortification
I would like to propose a new fortification mode that is a cross between unlimited and adjacent, wherein a player can make an unlimited number of fortifications, but can only move any given army one space per turn. While I realize that this may be somewhat difficult to code, because you'd have to ...