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Its not rewarding its compensating. Because otherwise they would be completely screwed over in a game just because they have a life outside of CC.I haven't read much of this, but why would you want to reward someone for missing a turn by giving them multiplied armies?
I don't know how lack has the game set up programming wise, but if nothing else he could add a table to the database for "deferred armies", when you start your turn it will say "Ishiro receives 3 armies for 10 territories" and then "Ishiro will receive 6 deferred armies for his 2 missed turns" Then just add a new phase... first you begin turn, then deploy, then attack, then fortify... when you click end fortification the page will check to see if you have deferred armies, and if so go into a 2nd deployment phase, when you end that your turn is over.Awesome wrote: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)
Thats an interesting idea, although kind of making this a bit more complex.mach wrote:Well, I'm glad everybody understand now. How about adding another stage at the beginning of a turn if someone has any missed turn armies. In this stage they would have to place their armies before they attack, but the armies wouldn't show up on the board until after the end their turn.
Assuming that lack could program it this way, this would solve the getting "bonus" armies for missed turns AND would stay in line with game fortification settings.Aerial Attack wrote:A possible solution would require a new "territory (MissedTurn)" be added to ALL maps. Making it a territory would eliminate the ability to reinforce multiple locations. Another potential problem might be that when you are only able to fortify from territories with at least 2 armies to other connected territories.
Territory MissedTurn would need to be connected to every territory, unable to be fortified to/attacked from/attacked to, and able to fortify down to 0 armies (or always have 1+ armies). The number of "extra" armies received (pre-turn status [multiplied bonus minus initial bonus] or post-attack status [multiplied armies]) probably depends on the way in which fortifications are implemented (or how much extra effort it would take to pass that variable along).
The abuse is that many people can't counteract for what they don't see/expect. When someone misses a turn, you expect them to come back with doubled/tripled armies. Alas, you can't see where they are going to deploy them. Therefore - either you put all your armies in one place and your opponent just deploys elsewhere and hurts you OR you spread your armies out and your opponent deploys to the most advantageous location and breaks through on sheer numbers.Iainarm wrote:I think we should keep it how it is. You don't get anymore armies for missing your turn than you do for taking it. Sometimes you get less than you would if you took your turn anyway. I don't see why people have such a problem with this.
I think that the armies should be randomly distributed throughout any of the territories the turn-missing player has under his control at the end of his 24-hour period. This would make sure that the armies are not lost, necessarily, but the player cannot rely on turn-missing as a strategy.B Mac Attack wrote:So, just checking, is there really no one besides me and Derwidle who believes that getting your armies multiplied for turns you missed is ridiculous? I think that if you miss your turn it's your fault and have no one to blame for it but yourself. There's no reason why you should be afforded a chance to greatly rebuild what you've lost by getting your armies multiplied. Thoughts?
I would suggest an advancement of the idea of Aerial Attack to eliminate the edge of deployment after attacking in games with limited fortification. You should count the 2nd deployment as fortification (so for adjacent and chained games there is no more fortification possible this round) and limit the 2nd deployment in these games to "all at once". As there is no additional territory needed to move the troops from, it should be easier to handle with the same result.Aerial Attack wrote:A possible solution would require a new "territory (MissedTurn)" be added to ALL maps. Making it a territory would eliminate the ability to reinforce multiple locations. Another potential problem might be that when you are only able to fortify from territories with at least 2 armies to other connected territories.mach wrote:This is an OK solution in games with unlimited fortification, but a terrible idea for games with limited fortification.
Truly the first balanced compromise idea that this problem has ever seen. I can and will get fully behind this idea.FWBunny wrote:In my opinion, for the first turn you miss, you should have no armies deducted (as per usual). From that point onwards, you should have 50% of your armies deducted (for that turn, rounded up). If you miss a turn worth three armies, you get to place five next round instead of six. If you miss a turn worth twenty armies, you get to place thirty instead of forty.
This allows some leeway for peoples' internet connection/computers crashing/acts of god/whatever, while stopping it from becoming an overused strategy
That still doesn't stop someone from getting 6 instead of 3. The best solution is to give the armies after fortification. That way, no one loses any armies for missing a turn, but no one gets enough to smash through defenses either.FWBunny wrote:Instead of being restricted to the place where he placed the three armies last turn, he can place his six armies wherever he now chooses....
In my opinion, for the first turn you miss, you should have no armies deducted (as per usual).
I love that idea, that seems like a perfect middle ground.Burning Star IV wrote:I think that the armies should be randomly distributed throughout any of the territories the turn-missing player has under his control at the end of his 24-hour period. This would make sure that the armies are not lost, necessarily, but the player cannot rely on turn-missing as a strategy.B Mac Attack wrote: