Page 19 of 82
Posted: Mon Oct 22, 2007 2:32 pm
by Optimus Prime
All that matters is the WIN!

Posted: Mon Oct 22, 2007 2:41 pm
by Peaceful Warrior
winning is indeed nice... but id rather just have fun. I demand my money's worth!!!

Posted: Mon Oct 22, 2007 2:44 pm
by Coleman
What are desires that will get you ignore listed?
I'll take lame things noobs want for 600 Alex!
Posted: Mon Oct 22, 2007 4:22 pm
by gopher897
but if people can't forfit they tend to just stop playing. and gthe game is delayed 15 min. before they get dropped. All I'm saying is that there should be a way for people to bow out in a more respectfull manner to the remaining players. As far as the cards go.. if they forfit thier armies become nutral and whom ever kills all the nutral could get the cards.
Posted: Mon Oct 22, 2007 5:27 pm
by Herakilla
gopher897 wrote:but if people can't forfit they tend to just stop playing. and gthe game is delayed 15 min. before they get dropped. All I'm saying is that there should be a way for people to bow out in a more respectfull manner to the remaining players. As far as the cards go.. if they forfit thier armies become nutral and whom ever kills all the nutral could get the cards.
omg thats ONLY for speed games.... ugh
Posted: Mon Oct 22, 2007 5:27 pm
by Herakilla
Peaceful Warrior wrote:actually, more than that...
i said "SO FAR"
sad truth
Posted: Mon Oct 22, 2007 5:31 pm
by Piestar
I will admit, I like the idea of allowing an unhappy player to step out of the game, but I am also aware that it is simply not feasible...
Think about it, there are really only two options, (1) the person who surrenders gets to keep his points, or (2) the player who forfeits gives points away.
With the first, players who strive to win would lose out.
With the second, people would generate faux games, simply to give points away, then quit, re-join CC, and do it all over again.
Sad, but simple truth...
Resign Button
Posted: Sat Oct 27, 2007 4:17 pm
by Tayner
Sometimes, there's just no hope. A resign button would be nice. Or for people that have to drop out of a game for whatever reason, a way for them to quit without deadbeating out for 3 rounds.
Posted: Sat Oct 27, 2007 4:21 pm
by firth4eva
Then i can make 10 accounts join games with them all and click resign and rake in the points.
Posted: Sat Oct 27, 2007 4:39 pm
by baianosafado
I think that this is a great idea, except for in games where points are given for conquering players.
Posted: Sat Oct 27, 2007 4:42 pm
by s.xkitten
been put in play, it was abused, it was removed, its been rejected multiple times...
check the to do list before you post please
Disappointed - Why can't we have these?
Posted: Sat Nov 24, 2007 11:43 pm
by PhoenixSF
Rejected Gameplay
1) Auto-Kick When Missed Turns Are Not Consecutive
2) Bring Back 'Surrender' Button
3) Exchange Countries Between Team Mates
4) Flexible Alliance
5) Fortify Through Team Members
6) Trade Cards
7) Unlimited Adjacent Fortification
These options would add a lot to the site/game!
Why were they rejected?
Posted: Sat Nov 24, 2007 11:53 pm
by Fire Mario
What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.
Long story short, it wasts time.
I wouldn't mind the fortify through teammates though.
Posted: Sat Nov 24, 2007 11:54 pm
by Anarkistsdream
Auto Kick.
Posted: Sat Nov 24, 2007 11:55 pm
by soundout9
No those options would not. Some if not all of those would be abused and they dont make gameplay as smooth as it could be.
Surrender is the only one that I could be a used but people would abuse that and thats probly why it got taken off.
Posted: Sun Nov 25, 2007 12:02 am
by PhoenixSF
[quote="Fire Mario"]What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.
I should clarify: i was thinking armies that had been 'fortified' would somehow be locked until next turn.
Actually, i would prefer an option to have up to say six adjacent fortifications. Six because even in large maps (with the possible exception of World 2.1) this would enable you move most of your dormant/useless armies to the front line but you would still need to be strategic about which ones.
Your thoughts?
Posted: Sun Nov 25, 2007 12:04 am
by soundout9
PhoenixSF wrote:Fire Mario wrote:What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.
I should clarify: i was thinking armies that had been 'fortified' would somehow be locked until next turn.
Actually, i would prefer an option to have up to say six adjacent fortifications. Six because even in large maps (with the possible exception of World 2.1) this would enable you move most of your dormant/useless armies to the front line but you would still need to be strategic about which ones.
Your thoughts?
Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort
Posted: Sun Nov 25, 2007 12:14 am
by PhoenixSF
[quote="soundout9"]Some if not all of those would be abused and they dont make gameplay as smooth as it could be.
I guess i can imagine that some people would look to abuse such options, but i confess 'how' and 'why' still eludes me.
Point taken tho' - so far as i understand it.
Posted: Sun Nov 25, 2007 12:16 am
by Anarkistsdream
For the love of Christ, learn how to quote!
Posted: Sun Nov 25, 2007 12:17 am
by PhoenixSF
soundout9 wrote:Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort
Not at all. It provides for a middle ground between flexibility and the need for strategy.
Posted: Sun Nov 25, 2007 12:18 am
by Anarkistsdream
YAY!
Posted: Sun Nov 25, 2007 12:26 am
by Strife
Unlimited Adjacent wouldn't work. It's either one or the other. If you can unlimitedly(that a word?) GO form adjacent spot to adjacent spot you will be able to go anywhere, it would just take longer. Unlimited offers this to you with less time consuming ways.

Posted: Sun Nov 25, 2007 12:32 am
by soundout9
PhoenixSF wrote:soundout9 wrote:Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort
Not at all. It provides for a middle ground between flexibility and the need for strategy.
You cant really have a middle ground for all maps. if you had 6 forts for doodle earth and 6 for world 2.1. in doodle earth thats bassicly unlimited and world 2.1 thats bassicly just one fort.
When it all comes down to is lack has said no and he is not going to change his desiscion because either he does not think it is in the best interest of the site or there is too much coding to do or just not very popular with the general public
Posted: Sun Nov 25, 2007 2:02 am
by ParadiceCity9
Fortify Through Teammates

Posted: Mon Nov 26, 2007 2:26 am
by PhoenixSF
soundout9 wrote:PhoenixSF wrote:Not at all. It provides for a middle ground between flexibility and the need for strategy.
You cant really have a middle ground for all maps. if you had 6 forts for doodle earth and 6 for world 2.1. in doodle earth thats bassicly unlimited and world 2.1 thats bassicly just one fort.
When it all comes down to is lack has said no and he is not going to change his desiscion because either he does not think it is in the best interest of the site or there is too much coding to do or just not very popular with the general public
I can see i should have been more specific in my initial clarification. I was thinking that the game option would be in the form of a drop down box or similar which allowed the host to choose the number of adjacent fortifications allowed (up to say 6). Logically, smaller maps would need less to meet the middle ground as you say.
To be honest tho', i'm not losing any sleep over it. I just thought it would add to the gameplay.