The timing of each turnover may be flawed

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timejester
Posts: 4
Joined: Tue Apr 07, 2009 2:06 pm

The timing of each turnover may be flawed

Post by timejester »

I'm just a newbie here so forgive if I speak out of ignorance but it seems to me that the system of turnovers and how it impacts the players may be somewhat unrealistic and therefore flawed.

I'm living in Asia and the timing of a 'Incrementing game to round 6' for example ultimately gives an advantage to whomever can stay and watch the game board night and day....and while your day is fine, here in Asia your day is my night....so I've had to get up at 2:00 a.m. to make my next move waiting for some player who is forfeiting the game by not showing up...his abscence causes the game to move to the next round at about 2:00 p.m. which again is 2:00 a.m. for me....the girlfriend doesn't appreciate me putting the alarm on for two in the morning, believe me. If I don't get on the board as soon as the game moves to the next round, someone elses army commits kamikaze just to spoil my country allottment of troops, and thereby significantly impacting my game. Wouldn't deployment of troops be better allotted at the time of the round ending rather than at the time logging on for the next round.

And why is there a limit to the no. of deployments(limited to one) after assaults are over. Its not realistic and it would add so much more to the strategic manipulation of troops.

Just a couple of thoughts because they have so far dramatically curtailed my ability to kick the butt of a certain Orange Lion LOL
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BaldAdonis
Posts: 2334
Joined: Fri Aug 24, 2007 1:57 am
Location: Trapped in Pleasantville with Toby McGuire

Re: The timing of each turnover may be flawed

Post by BaldAdonis »

The round increments 24 hours after it began, or once the last player has played. It has nothing else to do with specific time zone. If you're the last one to play, you can decide when it will turn over. If you suspect people will be missing turns for the first few rounds, you can join a game as the last player, and the round will increment at that time.
Wouldn't deployment of troops be better allotted at the time of the round ending rather than at the time logging on for the next round.
Imagine that you played last, and attacked every place possible to take bonuses that you would have no way to defend. If everything were counted at the end of the round, you would get a huge deployment, and no one would have a chance to stop you.
And why is there a limit to the no. of deployments(limited to one) after assaults are over. Its not realistic and it would add so much more to the strategic manipulation of troops.
This part doesn't really make sense. You certainly should be able to place your deferred troops in multiple places. But you can't. Consider it a punishment for missing a turn.
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oVo
Posts: 3864
Joined: Fri Jan 26, 2007 1:41 pm
Location: Antarctica

Re: The timing of each turnover may be flawed

Post by oVo »

I can only figure you are playing freestyle with chained or adjacent fortifications which does affect the movement of armies at the end of your turn... and make you keep a watchful eye on the map.

You can ease your mind a lot by playing sequencial games which will give you the full 24 hours to make your move after the person before you ends theirs... and your GF won't ride you for waking her up to play with someone else 8-[ . Also, unlimited fortifications will allow you to move around all the armies you want at the end of your turn. So next time if you join/create a game with all of your preferred settings there will be no excuse for not kicking butt... 'cept maybe the dice.
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