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This is the most interesting suggestion to the problem I've seen yet. Can anyone foresee any pitfalls with this suggestion? What about for freestyle where another player makes you miss your turn, would it work there as well?Brahms wrote:I apologize if this has already been round as I got tired of reading forums after the first couple pages.
But, how would it be if one got their extra armies for being a complete dead beat jackass at the end of their turn.
Regardless of how stupid a strategy it is people still try it, I was in a game where one guy did nothing but go for the maximum multiplier.
It's offensive and I can't condone such a selfish waste of time as a 'strategy', but people do disappear for legitimate reasons, which is why I think it would be a fair compromise if there was a special phase at the end of the round for placing armies earned in previous turns.
It would blow out the surprise factor and would remove the unfortunate temptation felt by our more simple minded members, while still being fair to people with legitimate reasons.
To me, the part in bold means that it would be more time alloted at the end of the "round"Brahms wrote:I apologize if this has already been round as I got tired of reading forums after the first couple pages.
But, how would it be if one got their extra armies for being a complete dead beat jackass at the end of their turn.
Regardless of how stupid a strategy it is people still try it, I was in a game where one guy did nothing but go for the maximum multiplier.
It's offensive and I can't condone such a selfish waste of time as a 'strategy', but people do disappear for legitimate reasons, which is why I think it would be a fair compromise if there was a special phase at the end of the round for placing armies earned in previous turns.
It would blow out the surprise factor and would remove the unfortunate temptation felt by our more simple minded members, while still being fair to people with legitimate reasons.
GunnaRoolsUDrool wrote:yo mama has 3 titties, ones for milk, ones for water, ones out of order
eh?john1099 wrote:So you now have to wait longer?wicked wrote:This is the most interesting suggestion to the problem I've seen yet. Can anyone foresee any pitfalls with this suggestion? What about for freestyle where another player makes you miss your turn, would it work there as well?Brahms wrote:I apologize if this has already been round as I got tired of reading forums after the first couple pages.
But, how would it be if one got their extra armies for being a complete dead beat jackass at the end of their turn.
Regardless of how stupid a strategy it is people still try it, I was in a game where one guy did nothing but go for the maximum multiplier.
It's offensive and I can't condone such a selfish waste of time as a 'strategy', but people do disappear for legitimate reasons, which is why I think it would be a fair compromise if there was a special phase at the end of the round for placing armies earned in previous turns.
It would blow out the surprise factor and would remove the unfortunate temptation felt by our more simple minded members, while still being fair to people with legitimate reasons.
True. Don't play assassin sequential no cards adj without prem.john1099 wrote:Fork out the $20, and get premium, you don't ever notice if someone misses a turn when you have 60+ going
I'm sure lack could program it this way.and can it be programmed so you get armies equal to what you get at the START of the turn (multiplied by missed turns) and not at the end. because some1 could miss 2 turns, get three armies at beginning and then take a continent for lets say +2 and then get 10 more armies at end of turn (instead of 6 which is what you should get in my opinion)
Actually, it has everything to do with fortification. What the proposed solution would do is to switch the use of the "bonus" armies from the deployment phase (usable for attacking) to the fortification phase (reinforcements).treefiddy wrote:If I'm understanding the idea correctly, fortification has nothing to do with this suggestion.mach wrote:This is an OK solution in games with unlimited fortification, but a terrible idea for games with limited fortification.
I could be wrong, but I believe that adding another "deployment" phase could be tougher to implement than what I suggested. Then again, it could be just reusing the current deployment code ... (a 2nd call to the routine or a cut-n-paste).treefiddy wrote:I believe the suggested idea is a second deployment stage. That wouldn't have any effect on the fortification.
Wrong. It has a huge effect on limited fortification. Aeriel Attack just explained why a second deployment stage is directly linked to fortification. I will explain it in my own words, and I hope this time you will understand.treefiddy wrote:I believe the suggested idea is a second deployment stage. That wouldn't have any effect on the fortification.
How do you know at the beginning of your turn where you'll have to fortify after you attack? If there's a method of knowing how your attacks are going to play out, please enlighten us all.wicked wrote:I don't think it would screw up fortifications, since you can normally just deploy where you want forted at the beginning of the turn.
Because you know where you're going to be attacking. It's the same as when you have to carefully deploy with adjacent forts.. your deployments double as fortifying.mach wrote:How do you know at the beginning of your turn where you'll have to fortify after you attack? If there's a method of knowing how your attacks are going to play out, please enlighten us all.wicked wrote:I don't think it would screw up fortifications, since you can normally just deploy where you want forted at the beginning of the turn.
This is getting ridiculous. It does have an effect.treefiddy wrote:Deployment is different from Fortification. Deployment, no matter what the fortification is set to, can be split up however you want anytime you want. Therefore, making a second deployment stage wouldn't have any bearing on the fortification setting.
Yes, I'm only talking about it being bad for chained and adjacent fortification. If you read my first post I stated that very specifically.treefiddy wrote:Unless you are arguing that allowing deployment of troops after the attacks destroys the game balance of a chained or Adjacent fortification. Then I understand. I do believe that destroying that balance is better than allowing people to use all 9 armies in their initial.