[GP] [Rules] Eliminate Deferred Troops
Moderator: Community Team
Forum rules
Please read the Community Guidelines before posting.
And don't forget to search for previously suggested ideas first!
Please read the Community Guidelines before posting.
And don't forget to search for previously suggested ideas first!
- LetGodSortThem
- Posts: 370
- Joined: Fri Nov 03, 2006 10:49 pm
- Location: Middle of Effin Nowhere...
- ericisshort
- Posts: 37
- Joined: Thu Nov 30, 2006 4:02 pm
- Location: oklahoma
- maniacmath17
- Posts: 640
- Joined: Sat May 06, 2006 8:32 pm
I wouldn't mind seeing an end to multiplied armies for missed turns.
In escalating games when you've got 5 cards as well as the other people, you'd much rather cash after the others have cashed in order to get more troops so sometimes I see people purposely missing a turn.
Maybe knowing that they won't be getting their reinforcements for that turn can somewhat discourage this strategy since it really holds up the game.
When you sign up for a game, you are making a commitment to the game and if you miss a turn, for whatever reason, you should be prepared for the consequences.
In escalating games when you've got 5 cards as well as the other people, you'd much rather cash after the others have cashed in order to get more troops so sometimes I see people purposely missing a turn.
Maybe knowing that they won't be getting their reinforcements for that turn can somewhat discourage this strategy since it really holds up the game.
When you sign up for a game, you are making a commitment to the game and if you miss a turn, for whatever reason, you should be prepared for the consequences.
-
Corporate_slave
- Posts: 12
- Joined: Mon Jan 15, 2007 4:28 pm
Deadbeating vs. vacationing... the solution
The big debate:
Do you reward deadbeaters who skip turns to get an edge with bonus armies, or do you punish vacationers by taking away their bonus armies?
Well, let's look at the strategy of skipping turns...
False flag deadbeaters:
This is the player that misses the first two turns in a game; and then throws down between 9 and 15 armies on one country, and carves out a big chunk of the board.
The big suck about this player, is that after two missed turns, you can be pretty sure that they're not going to play - and all those countries are going to be gray. Then, suddenly they are a major power in the game. You've had no warning that they were even going to play at all... Let alone what their strategy is going to be. All of the other players have progressed their strategy with the assumption that the deadbeat is out. Meanwhile the deadbeat now has the opportunity to throw down in the most perfect spot, and they get to do it with a large number of armies...
If you were sitting down across the table from this deadbeat, you could look them in the eye and tell them where to stick their bonus armies because they aren't skipping any turns, so quit wasting time!
The occasional deadbeater:
This is the jerk who will miss six or seven turns in a game. (7 x 24 = 168 hours of wasted time...) This isn't as dishonorable as the false flag deadbeat; but definitely more annoying as the hours slowly roll by...
My proposed solution:
You can only miss two turns in the whole game. If you miss three turns - you're out - period. If you don't have enough time to play, then don't f&cking play.
You should get bonus armies once. So, when you go to start your next turn after having missed your last turn, it should prompt you with "You missed your last turn. You may only miss one more turn. Would you like to use your missed turn bonus army multiplier now?" Then, confirm "You have chosen to use your missed turn bonus army multiplier. Are you sure that you want to use it now?"
So, what do we do with the deadbeaters once they've been kicked from the game? I say they should loose double points. I can already hear the grumbling... SO, here's a compromise: Add a resign button to the game. That way, if you know you're going to be out, you can resign. The penalty for early resignation - as opposed to "sticking it out to the end" - is points times 1.5. So, if you would loose 20 points by being eliminated, being kicked would cost you an additional 20 points (40 total,) and resigning would cost you an additional 10 points (30 total.)
I can hear some of you asking "How is this fair for everyone?" Well, because whether you have a legitimate excuse or not, under the current system, if you miss two turns in a row, you will suddenly have three times as many armies to place than your opponents. Why should your opponents suffer when YOU are the one who missed a turn? Even if you're not abusing the system, you're still gaining an unfair advantage - not to mention slowing down the game.
Through these suggestions, we can eliminate some serious problems and loopholes within the current mode of operation.
Do you reward deadbeaters who skip turns to get an edge with bonus armies, or do you punish vacationers by taking away their bonus armies?
Well, let's look at the strategy of skipping turns...
False flag deadbeaters:
This is the player that misses the first two turns in a game; and then throws down between 9 and 15 armies on one country, and carves out a big chunk of the board.
The big suck about this player, is that after two missed turns, you can be pretty sure that they're not going to play - and all those countries are going to be gray. Then, suddenly they are a major power in the game. You've had no warning that they were even going to play at all... Let alone what their strategy is going to be. All of the other players have progressed their strategy with the assumption that the deadbeat is out. Meanwhile the deadbeat now has the opportunity to throw down in the most perfect spot, and they get to do it with a large number of armies...
If you were sitting down across the table from this deadbeat, you could look them in the eye and tell them where to stick their bonus armies because they aren't skipping any turns, so quit wasting time!
The occasional deadbeater:
This is the jerk who will miss six or seven turns in a game. (7 x 24 = 168 hours of wasted time...) This isn't as dishonorable as the false flag deadbeat; but definitely more annoying as the hours slowly roll by...
My proposed solution:
You can only miss two turns in the whole game. If you miss three turns - you're out - period. If you don't have enough time to play, then don't f&cking play.
You should get bonus armies once. So, when you go to start your next turn after having missed your last turn, it should prompt you with "You missed your last turn. You may only miss one more turn. Would you like to use your missed turn bonus army multiplier now?" Then, confirm "You have chosen to use your missed turn bonus army multiplier. Are you sure that you want to use it now?"
So, what do we do with the deadbeaters once they've been kicked from the game? I say they should loose double points. I can already hear the grumbling... SO, here's a compromise: Add a resign button to the game. That way, if you know you're going to be out, you can resign. The penalty for early resignation - as opposed to "sticking it out to the end" - is points times 1.5. So, if you would loose 20 points by being eliminated, being kicked would cost you an additional 20 points (40 total,) and resigning would cost you an additional 10 points (30 total.)
I can hear some of you asking "How is this fair for everyone?" Well, because whether you have a legitimate excuse or not, under the current system, if you miss two turns in a row, you will suddenly have three times as many armies to place than your opponents. Why should your opponents suffer when YOU are the one who missed a turn? Even if you're not abusing the system, you're still gaining an unfair advantage - not to mention slowing down the game.
Through these suggestions, we can eliminate some serious problems and loopholes within the current mode of operation.
- Windparson
- Posts: 243
- Joined: Wed Jan 10, 2007 10:51 pm
- Location: Central Virginia
Worried about missing turns
No knowledge here just a slightly funny story. Week ago Wednesday, Valentines Day, I passed out at home from very low blood pressure. (Long story short, it was a new medicine reaction). When I woke up and became coherent I made my wife go back to the house and get the laptop. We only live a few miles from the hospital and she had followed the ambulance to the hospital. I know from wardriving the area, there were several free hotspots. (Truly free, I don't steal service). I logged on from the Emergency Room, and logged in to check and make my turns! Nurse came in and said, "No cell phones, turn that off!", I politely informed her I wasn't using a cell phone or a cell card, but regular old wireless networking. She sputtered a little and went away. I kept my turns up, and the ER had a story to tell. It was much more interesting to lay in the ER and play CC, while you are waiting for them to tell you, you're ok. I will shut back up now.
Windparson
Windparson
"Get there fustest with the mostest", " War means fightin, and fightin' means killin." N.B.F
Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. U.S. Grant
Find out where your enemy is. Get at him as soon as you can. Strike him as hard as you can, and keep moving on. U.S. Grant
- max is gr8
- Posts: 3720
- Joined: Sat Jan 21, 2006 6:44 am
- Location: In a big ball of light sent from the future
I still think if you miss a turn no big deal Now until we have rt games there is no way to guarantee the game is fast and everyone takes their turn every round if you don't like it go to a different website OR play 100 games so it doesn't matter if that happens
‹max is gr8› so you're a tee-total healthy-eating sex-addict?
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
‹New_rules› Everyone has some bad habits
(4th Jan 2010)
I fail to see how it encourages them.It is a ridiculous rule and it encourages deadbeats. And those 4 votes against are probably deadbeats or site administrators.
Thats a very nice story. But here's the thing not all people have that convenience. Out of all my games I have missed one turn by 10 minutes, for the simple reason of a funeral, and being unable to have computer access. Not all people can make thier turn incase of emergencies, internet crashing, and among other things. If you miss a turn, it serves you no better than if you were around the turn before, and I can list a few reasons why.No knowledge here just a slightly funny story. Week ago Wednesday, Valentines Day, I passed out at home from very low blood pressure. (Long story short, it was a new medicine reaction). When I woke up and became coherent I made my wife go back to the house and get the laptop. We only live a few miles from the hospital and she had followed the ambulance to the hospital. I know from wardriving the area, there were several free hotspots. (Truly free, I don't steal service). I logged on from the Emergency Room, and logged in to check and make my turns! Nurse came in and said, "No cell phones, turn that off!", I politely informed her I wasn't using a cell phone or a cell card, but regular old wireless networking. She sputtered a little and went away. I kept my turns up, and the ER had a story to tell. It was much more interesting to lay in the ER and play CC, while you are waiting for them to tell you, you're ok. I will shut back up now.
Negatives to missing a turn:
1) You did not gain any territory, if anything some territory may have been lost.
2) You did not get a card, if its escalating, you may have lost if you missed a turn.
3) You may have lost any position to win, or if in a triples or doubles you've ultimatley let your team down, and may have lost it for them as well.
Positives to missing a turn:
1) What territory or bonuses you still have get doubled or tripled.
I think the negatives overwhelmingly outnumber the positives.
-
Corporate_slave
- Posts: 12
- Joined: Mon Jan 15, 2007 4:28 pm
I'VE GOT IT!!!!
Here's the solution:
Make the time limit for taking your turn ONE WEEK. Then, if you miss a turn, you're kicked out of the game... I mean really, if you can't take a turn within ONE WEEK...
Or perhaps a month would be long enough for you?
I could care less how long you get to take your turn, as long as you actually...
TAKE YOUR F___ING TURN.
](./images/smilies/eusa_wall.gif)
Make the time limit for taking your turn ONE WEEK. Then, if you miss a turn, you're kicked out of the game... I mean really, if you can't take a turn within ONE WEEK...
Or perhaps a month would be long enough for you?
I could care less how long you get to take your turn, as long as you actually...
TAKE YOUR F___ING TURN.
](./images/smilies/eusa_wall.gif)
Ummm, if your in a freestyle, and you miss 3 turns, that takes 3 days. Why give a week?Here's the solution:
Make the time limit for taking your turn ONE WEEK. Then, if you miss a turn, you're kicked out of the game... I mean really, if you can't take a turn within ONE WEEK...
Or perhaps a month would be long enough for you?
I could care less how long you get to take your turn, as long as you actually...
TAKE YOUR F___ING TURN.
-
Corporate_slave
- Posts: 12
- Joined: Mon Jan 15, 2007 4:28 pm
- max is gr8
- Posts: 3720
- Joined: Sat Jan 21, 2006 6:44 am
- Location: In a big ball of light sent from the future
Even so, 3 days still doesn't solve deadbeating. It turns agonizing games of sequential from 3 weeks to possibly 1 1/2 months, depending on deadbeats. Either way, it is annoying for people to deadbeat rounds on purpose, but it really doesn't help you in the long run, people who do it on purpose are short term, and will get beat everytime from anyone decent.I don't like playing freestyle...
I agree that you shouldn't get troops for the rounds you missed.
Even worse, though, is how it works in freestyle games. I am in a freestyle game down to the last 2 players, my opponent deliberately missed his go and then started his next go as soon as the 24 hours was up so that he could use his double troops to effectively win the game. Fortunately I happened to be online at the time and was able to counter him but surely if you miss a go you should be unable to start the next round?
Even worse, though, is how it works in freestyle games. I am in a freestyle game down to the last 2 players, my opponent deliberately missed his go and then started his next go as soon as the 24 hours was up so that he could use his double troops to effectively win the game. Fortunately I happened to be online at the time and was able to counter him but surely if you miss a go you should be unable to start the next round?
You should get troops, it's not really an advantage.
Anyway I'm really here to make the point that casual players (who are the players more likely to miss the occasional turn), are less likely to visit the forums, and thus will be underrepresented in any poll.
Anyway I'm really here to make the point that casual players (who are the players more likely to miss the occasional turn), are less likely to visit the forums, and thus will be underrepresented in any poll.
Frigidus wrote:but now that it's become relatively popular it's suffered the usual downturn in coolness.
Snowman wrote:I agree that you shouldn't get troops for the rounds you missed.
Even worse, though, is how it works in freestyle games. I am in a freestyle game down to the last 2 players, my opponent deliberately missed his go and then started his next go as soon as the 24 hours was up so that he could use his double troops to effectively win the game. Fortunately I happened to be online at the time and was able to counter him but surely if you miss a go you should be unable to start the next round?
I agree there, this is exactly equivalent to finishing one round and starting the next
I've only seent his strategy used in No Card games. A player skipped his first 2 turns and let people thin themselves out and then that player places 9 armies in one area that had thinned out and wiped it clean. Questioned him on it and he denied it...yet he started the game. Why would you start a game and then disappear for 5 days? It is a cheap strategy. When it happens, all players in the game should be altruistic and wipe that player out and then take two turns to rebuild before attacking each other.
Otherwise, just play your strategy and be confident you can still beat a guy who does that.
(this guy lost miserably, but that was because we all ganged up on him. He was the first to get a continent and held it for a few waves of attacks before being wiped out. Then he complained...ironic eh?)
Otherwise, just play your strategy and be confident you can still beat a guy who does that.
(this guy lost miserably, but that was because we all ganged up on him. He was the first to get a continent and held it for a few waves of attacks before being wiped out. Then he complained...ironic eh?)
