[GP] Surrender/Resign/Forfeit Button

Have any bright ideas? Share and discuss them with the community

Moderator: Community Team

Forum rules
Please read the Community Guidelines before posting.

And don't forget to search for previously suggested ideas first!
kureejiieshi
Posts: 4
Joined: Tue Jul 17, 2007 10:28 pm

Post by kureejiieshi »

The fact that it keeps being brought up is reason enough to discuss it... I looked over the past discussions on the topic... and yes there are some valid points... I personally hate it when people quit a game because 'they think they cant win'... but I'm also not a fan of the lag created from people who quit the slow way.

I mean there are people who are basically surrendering.... they are just doing it in a way which eats at game time.

I think the suggestion which was made of it being a setable option may be one way to go... or the other player/players have to approve it... idk... something... there are enough people who want it that it's not a bad idea to have it setable... and enough who dont to have it not always allowed...

Does anyone have a conflict with it being one of the options... or somehow making it an option but having set stipulations on it?
Chirondom
Posts: 77
Joined: Wed Jul 04, 2007 5:51 pm

Surrendering Territories

Post by Chirondom »

In team games, I was thinking, maybe, at the end of fortification, you could surrender territories? Basically, the next time an allied nation attacked that territory, they would automatically take over the territory, keeping all armies there? If an enemy attacked, they would still have to fight those armies.
User avatar
maniacmath17
Posts: 640
Joined: Sat May 06, 2006 8:32 pm

Post by maniacmath17 »

wouldn't mind seeing that, I've played with that rule in my home games. nothin worse than losin a bunch attacking one of your teammates territories, lol.
[spoiler=Top Secret]Highest place: #1
Highest score: 3785
[/spoiler]

2006-10-25 21:16:00 - NUKE: wtf it says dminus got 2 troops for holding oceania what is that lol
User avatar
misterman10
Posts: 9412
Joined: Thu May 24, 2007 1:48 pm
Location: Out on the Pitch.
Contact:

Post by misterman10 »

nope, thats how team games work, and I doubt it will be changed
Pleasant Chaps still suck cock.

Yakuza power.
User avatar
unriggable
Posts: 8037
Joined: Thu Feb 08, 2007 9:49 pm

Post by unriggable »

Yeah would be unfair for team to get an advantage like that. Has to be conquered old fashioned way.
Image
User avatar
Herakilla
Posts: 4283
Joined: Fri Jun 09, 2006 8:33 pm
Location: Wandering the world, spreading Conquerism

Post by Herakilla »

so what if you lose 14 armies to your partners territory? so what if it loses you the game? at least you know that the dice dont like you!

and this point was raised, would be to powerful. if you could give away your territories then first turn one guys gives everything he has to his partner and when its that guys turn then boom, lots of troops
Come join us in Live Chat!
User avatar
misterman10
Posts: 9412
Joined: Thu May 24, 2007 1:48 pm
Location: Out on the Pitch.
Contact:

Post by misterman10 »

Herakilla wrote:so what if you lose 14 armies to your partners territory? so what if it loses you the game? at least you know that the dice dont like you!

and this point was raised, would be to powerful. if you could give away your territories then first turn one guys gives everything he has to his partner and when its that guys turn then boom, lots of troops

exactly
Pleasant Chaps still suck cock.

Yakuza power.
User avatar
Rocketry
Posts: 1416
Joined: Wed May 16, 2007 5:33 pm
Gender: Male
Location: Westminster
Contact:

Re: Surrendering Territories

Post by Rocketry »

Chirondom wrote:In team games, I was thinking, maybe, at the end of fortification, you could surrender territories? Basically, the next time an allied nation attacked that territory, they would automatically take over the territory, keeping all armies there? If an enemy attacked, they would still have to fight those armies.


I play this rule in the carboard game version. It might be too complicated for here though.

Rocketry
User avatar
d.gishman
Posts: 310
Joined: Wed Apr 04, 2007 11:11 pm

Post by d.gishman »

No this suggestion is terrible. You could just surrender all your territories or something if you and your partner collectively control a continent... it's better to fight for it
Chirondom
Posts: 77
Joined: Wed Jul 04, 2007 5:51 pm

Post by Chirondom »

You could limit it like you do fortification, to say, one or two.

And why would it be too powerful? If every team has the same ability, it should balance out.
User avatar
Trainsrokg
Posts: 97
Joined: Tue Aug 14, 2007 3:22 am
Location: California

Post by Trainsrokg »

i like that idea, its more realistic, plus if both teams have it then its equal power. Or maybe they can make that an option for team games, for some you can make it so you cant do that
Awesomeness Tournament Director
cheapshots
Posts: 1
Joined: Thu Jun 14, 2007 8:22 pm

AHHH so annoying

Post by cheapshots »

yeah if u started playing a game and halfway throughone of ur team can play cause hes goota go somewhere.. our tteam might lose now cause they will get through his defences. so u should b able to surrender or give in and the territories of that person who gave up goes to the team.. by the time he gets kicked out of that game for being missin to many turns we will have lost, plz make that for future games.
User avatar
jiminski
Posts: 5422
Joined: Tue Feb 20, 2007 3:30 pm
Gender: Female
Location: London

Post by jiminski »

the absentee should get someone else to play the go's for him. Most established players have one or 2 'babysitters' who will help out in this way.

(just be aware of the non multiple account rules)
turtle32
Posts: 157
Joined: Wed Jun 20, 2007 9:03 pm

Post by turtle32 »

he could have even given you access to his account to babysit

Edit:
http://www.conquerclub.com/forum/viewto ... c&start=30

sullys busting post, about halfway down says you can babysit someone's accout that you are playing a game in, but he could have gotten a babysitter as said above
Last edited by turtle32 on Sat Sep 08, 2007 11:40 pm, edited 1 time in total.
User avatar
misterman10
Posts: 9412
Joined: Thu May 24, 2007 1:48 pm
Location: Out on the Pitch.
Contact:

Post by misterman10 »

:roll:
Pleasant Chaps still suck cock.

Yakuza power.
User avatar
sully800
Posts: 4978
Joined: Wed Jun 14, 2006 5:45 pm
Gender: Male
Location: Bethlehem, Pennsylvania

Post by sully800 »

turtle32 wrote:he could have even given you access to his account to babysit

Edit:
http://www.conquerclub.com/forum/viewto ... c&start=30

sullys busting post, about halfway down says you can babysit someone's accout that you are playing a game in, but he could have gotten a babysitter as said above


Actually, I just didn't specify. You are not allowed to play someone else's turns when you are opponents in the same game. If you are teammates it would be allowed, but baby sitting implies its only for a short period of time (not a permanent account transfer).
Christine
Posts: 5
Joined: Tue Aug 21, 2007 1:22 am
Gender: Female

DRAWS [needs work]

Post by Christine »

I'd like to propose a rule change to allow for the possibility of DRAWS.

The proposal: Once a game has completed 60 rounds, all still surviving players would equally divide up the pot.

There is a current thread, ongoing in the General Discussion section, which I initiated, titled "LUCK vs SKILL" in which we are discussing ways to reduce randomness, and thus increase the "skill-to-luck" ratio. Not using cards is one idea, but several players have pointed out that No Cards option games have a tendency to go on forever. (Actually among higher ranked players, even the escalating cards option games also seem to have this tendency.) Several players have (rightly I think) complained that, beyond a certain point, games are: a) no fun any more; and b) subject to whimical endings (deadbeats, suicides, etc). So, introducing the possibility of a drawn ending would eliminate these annoyances. Additionally, it would add a very interesting dilemma for the players, in a game nearing 60 rounds: how far to go to "whittle the draw" (and thus increase their reward). Such considerations might even include negotiation (e.g.,: "I'll take Green out if you don't attack me afterwards.") It could add an enjoyable dimension?

If there is any objection to changing this rule, would it be possible instead to put it out there as an option: e.g., a Draw/No Draw option. That way players could choose the game they would most prefer to play, and all would know, going into it, what the prospective ending could include.
User avatar
AndyDufresne
Posts: 24935
Joined: Fri Mar 03, 2006 8:22 pm
Location: A Banana Palm in Zihuatanejo
Contact:

Post by AndyDufresne »

Game options for draws, in the past, weren't so heavily endorsed. A number of people didn't like the idea...due to the fact that say at Round 59 you had your opponent on the ropes...but damn...Round 60 rolls around and messes up your win. It's difficult to pick out a 'secure' number.

I think the best piece of advice Conquer Club has given in regards to games...is from the FAQ:
20. How do I surrender or drop out of a game?

Once a game has begun you can no longer drop that game. The only way to get out is to win or lose. We suggest winning.


--Andy
User avatar
Forefall
Posts: 99
Joined: Sun May 06, 2007 11:10 am

Post by Forefall »

Perhaps a better option would be that a draw occurs if it has been more than 50 rounds since a player was eliminated? Wouldn't that work?

These 150 round games of deployment are kind of stupid and I think most players would agree to a draw.
User avatar
Forefall
Posts: 99
Joined: Sun May 06, 2007 11:10 am

Post by Forefall »

Anyone?
BeakerWMA
Posts: 425
Joined: Wed Mar 28, 2007 4:36 pm
Location: Canada

Post by BeakerWMA »

I always play to win, even when I'm down to 1 army...why bother playing otherwise? And this would kill no card games.
I am serious...and don't call me Shirley.
User avatar
insomniacdude
Posts: 634
Joined: Thu Nov 23, 2006 1:14 am

Post by insomniacdude »

Don't force a draw. A draw is something that is agreed upon. It seems like everyone is talking about an auto-draw or surrender button. There could be a button at the bottom of the screen near the chat that just says "Vote for Draw". It announces it in the game log if someone presses it, and everyone who agrees for the draw will press the button. If there's any dissent, the draw doesn't go through.

I think this would be great if it's only available after 50 or 60 rounds. For a lot of people (mostly premiums) having a game last forever isn't a big deal. It's just a patience tester. But I think a freemie should have the option to drop from a ridiculously long patience tester after three months of play without losing points. That seems like a pretty fair thing for them.
Last edited by insomniacdude on Thu Oct 11, 2007 12:01 pm, edited 1 time in total.
Simonov
Posts: 976
Joined: Fri Jul 13, 2007 12:56 pm

Post by Simonov »

it could be made that game is drawn only when one player offer a draw (this would require a propose draw button) and other one accepts it. it only way i see this to be fairly done. drawing after 50 rounds is not fair (see above written reasons)
ps sorry just saw insomniac wrote basically the same thing...
Image
User avatar
Wisse
Posts: 4448
Joined: Fri Oct 13, 2006 2:59 pm
Location: The netherlands, gelderland, epe

Post by Wisse »

BeakerWMA wrote:I always play to win, even when I'm down to 1 army...why bother playing otherwise? And this would kill no card games.

maybe? for fun?
Image Image
BeakerWMA
Posts: 425
Joined: Wed Mar 28, 2007 4:36 pm
Location: Canada

Post by BeakerWMA »

well of course for fun *smacks head*

But winning is nice too, or losing in a well played game.
I am serious...and don't call me Shirley.
Post Reply

Return to “Suggestions”