Delinquent player army placement

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Is this method better than the existing one?

Yes.
6
43%
No!
8
57%
 
Total votes: 14

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CreepyUncleAndy
Posts: 228
Joined: Fri Dec 01, 2006 9:45 pm

Delinquent player army placement

Post by CreepyUncleAndy »

You might not like this....

Right now, if you miss a turn, you get double your armies next turn. If you miss two turns, you get triple your armies next turn. If you miss three turns, you get kicked.

What if instead of carrying over these army deployment multiples, if you miss your turn, the computer takes your turn for you like this? When you have 00:00:01 seconds left until you loose your turn, the following events happen:

(1) The computer begins your turn.

(2) The computer will cash in cards only if you have more than five, choosing the combination that uses the most cards representing territories you occupy.

(3) The computer will evenly distribute your armies among all your territories, strengthening first those with the least armies (1 each), then moving on to strengthen border territories (i.e., territories that are neighbored by enemy controlled lands), and lastly bolstering troops in the interior (for example, New Zealand if you control Australia and Oceania).

(4) The computer will make NO attacks.

(5) The computer will make NO fortification moves (I can see allowing computer-controlled fortification getting the computer stuck in an infinite fortify-defortify-refortify loop).

(6) The computer ends your turn.

This makes idle players more of a hassle to their opponents without giving them too much of an advantage.

What do you think of implementing this as a game/player option to be selected by either the hosting player (or as a command option for each player to choose individually)?
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CreepyUncleAndy
Posts: 228
Joined: Fri Dec 01, 2006 9:45 pm

Post by CreepyUncleAndy »

I'm sorry, quick edit....

(3) The computer will evenly DEPLOY your NEW armies among all your territories AS EVENLY AS POSSIBLE WITH THE FOLLOWING CAVEATS, strengthening first those with the least armies (1 each), then moving on to strengthen border territories (i.e., territories that are neighbored by enemy controlled lands), and lastly bolstering troops in the interior (for example, New Zealand if you control Australia and Oceania).

I'm not sure if having the computer reinforce borderlands first would be too unbalancing, or if it should just try to make sure all your territories have at least 2 armies each (and then 3 each after all your territories have 2 each, and then 4 each after all your territories have 3 each, and so on until you get kicked)....

....speaking of getting kicked, imagine if instead of getting outright kicked, the computer just keeps these kicked players in a holding pattern after the third missed turn, taking their turn for them 5 minutes after the previous player in rotation takes their turn, using the rules above (no attacks, just deploying armies evenly).

Then, you could run into fun situations where the computer just keeps putting neutral armies into Afghanistan every day, as an inoffensive thorn in the side of the player(s) who would otherwise own Asia....(muhahahah)
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qeee1
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Location: Ireland

Post by qeee1 »

Bad idea, account for when your opponents miss turns, win games.
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LazarusLong
Posts: 63
Joined: Mon Jul 03, 2006 8:42 am

Post by LazarusLong »

Good idea.

http://www.conquerclub.com/forum/viewtopic.php?t=9536

I don't agree with playing cards and I think the armies should just be distributed randomly. The concept appears to be under review by the powers that be.
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s.xkitten
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Gender: Female
Location: I dunno

Post by s.xkitten »

been suggested already (did i spell that right? i try my best, i really do) and i think its on the "lacks thinking about it" list
Ronaldinho
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Joined: Sat May 27, 2006 5:35 pm
Gender: Male
Location: Dorset, England.

Re: Delinquent player army placement

Post by Ronaldinho »

CreepyUncleAndy wrote:You might not like this....

Right now, if you miss a turn, you get double your armies next turn. If you miss two turns, you get triple your armies next turn. If you miss three turns, you get kicked.

What if instead of carrying over these army deployment multiples, if you miss your turn, the computer takes your turn for you like this? When you have 00:00:01 seconds left until you loose your turn, the following events happen:

(1) The computer begins your turn.

(2) The computer will cash in cards only if you have more than five, choosing the combination that uses the most cards representing territories you occupy.

(3) The computer will evenly distribute your armies among all your territories, strengthening first those with the least armies (1 each), then moving on to strengthen border territories (i.e., territories that are neighbored by enemy controlled lands), and lastly bolstering troops in the interior (for example, New Zealand if you control Australia and Oceania).

(4) The computer will make NO attacks.

(5) The computer will make NO fortification moves (I can see allowing computer-controlled fortification getting the computer stuck in an infinite fortify-defortify-refortify loop).

(6) The computer ends your turn.

This makes idle players more of a hassle to their opponents without giving them too much of an advantage.

What do you think of implementing this as a game/player option to be selected by either the hosting player (or as a command option for each player to choose individually)?


or just dont miss your goes and if you do unlucky.
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CreepyUncleAndy
Posts: 228
Joined: Fri Dec 01, 2006 9:45 pm

Post by CreepyUncleAndy »

I don't miss turns. 8) However, I find that opponents who do miss turns are pushovers. I want the game to be harder for everyone. Think about it....

With this implementation, it is slightly harder to take out a "sleeper", because they keep automatically reinforcing one army at a time in a random third of their territories.

With this implementation, it is much harder to make up for missing turns, because you don't get to place the armies where you want. Sure, they're already on the board, but you don't get an unfair multiple of armies to place on deployment, just your normal 1x deployment.
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mr. incrediball
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Post by mr. incrediball »

it's great, apart that they should still get kicked after missing three turns.
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