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And what if you don't have cards? What if its flat rate or no cards? If there are multiple players in the game, the dominant strategy will almost always be to kill everyone else first, and then go after the trapped player. That's why trapped players are usually left alone, because they are no threat.samuelc812 wrote:I don't understand why not just eliminate them yourselfinstead of getting the game to do it for you
Very confusing
Or tell the other players in game chat to eliminate you if you have cards they will want to eliminate you
It ruled out Waterloo type from the beginning. But, sure, done.cicero wrote:Winged Cat, in the light of discussion to date, is it worth updating your first post to clearly specify what kinds of traps would lead to automatic elimination ? (You seem to have ruled out Waterloo type for example.)
That is unlikely enough to be practically impossible. Also, it encourages people to encourage or work towards a certain thing (deadbeating) which CC does NOT desire under any circumstance.sully800 wrote:I don't think the player should be kicked automatically. They still have a possibility of winning from the trapped country if everyone else deadbeats.
Part of the point of this suggestion is that works without specific support in the XML. Otherwise, existing maps would have to have this added, and future maps would have to be checked for that (which would not a bad thing in and of itself, IMO, since it would discourage ill-thought-out trap situations, but it would be added work). I've noted that in the first post's update.sully800 wrote:Perhaps we could specify in the XML where the autodeploy occurs when trapped
That's exactly why I think autodeploy should happen. If a player is trapped they can only win by waiting and deploying. It makes sense for the computer to do this for them so as to not delay the game. If other players then choose to ignore the trapped player, it will indeed take a long time to crack him/her...which increases the chances that everyone else deadbeats.Thinking about the autodeploy...I don't think that would be the best option after all. If they're trapped and ignored, then they build up a large army that can do nothing but defend, making their space(s) take a long time to be cracked. This can degrade the game for the remaining players as well.
Just to point out - the fact that there are traps in these maps is actually part of the maps design.Winged Cat wrote:since it would discourage ill-thought-out trap situations

NOOOOOOooooo - This is so wrong.lancehoch wrote:I do not like the suggestion, but if it were to be implemented, I would like it to be similar to a deadbeat situation. This solves all the problems with terminator and standard (and maybe assassin, since someone else would get the target). In team games, the territory would revert to a teammate too, wouldn't it?

sully800 wrote:I know you said it's unlikely for everyone to deadbeat
It is unlikely, and relying on deadbeats is (as I understand CC's intent) loathsome enough that the perception of odds should be skewed away from that solution.sully800 wrote:This still may seem unlikely, but it has happened before.
That's why I said "ill-thought-out".yeti_c wrote:Just to point out - the fact that there are traps in these maps is actually part of the maps design.Winged Cat wrote:since it would discourage ill-thought-out trap situations
I would view that as a bug, honestly. If you're no longer able to affect the game (including by deploying onto teammates, in team games), you shouldn't get credit for a second or third place win.kingpin01 wrote:In some tournaments, the order that you are eliminated in is important, so I would not support this suggestion. If I can survive to the top 3 and continue on in the tourney, I might let myself be trapped.
Nope. I say again: what if player A is attacking player B, and means to eliminate player B, but must take player B's last non-trapped territory before getting at player B's last territory (which is trapped)? This would thoroughly foul such a situation.lancehoch wrote:I do not like the suggestion, but if it were to be implemented, I would like it to be similar to a deadbeat situation. This solves all the problems with terminator and standard (and maybe assassin, since someone else would get the target).
I assume that the coding would only be evaluated at the beginning of the trapped players turn...Winged Cat wrote:Nope. I say again: what if player A is attacking player B, and means to eliminate player B, but must take player B's last non-trapped territory before getting at player B's last territory (which is trapped)? This would thoroughly foul such a situation.


I was thinking it would be evaluated immediately upon territory capture - but "at the beginning of the trapped player's turn" might make sense, too. Mods (or whoever would be coding this), what do you think?yeti_c wrote:I assume that the coding would only be evaluated at the beginning of the trapped players turn...
And No Bombardments... (Artillery in Waterloo have no borders - but do have bombardments)blakebowling wrote:I personally don't like it (I may have said this before, but it has changed, so I'm stating that I still don't like it)
Coding this shouldn't be too hard though, just use territories that have no borders (listed in XML file)

BENJIKAT IS DEAD wrote:I think that this new feature is ending up with so many exceptions as to render it unrequired, IMO.
Currently it only applies to a single territory on each of 2 maps and a handful on a 3rd.
