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Delinquent player army placement

PostPosted: Tue Dec 19, 2006 3:23 pm
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)?

PostPosted: Tue Dec 19, 2006 3:28 pm
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)

PostPosted: Tue Dec 19, 2006 4:51 pm
by qeee1
Bad idea, account for when your opponents miss turns, win games.

PostPosted: Tue Dec 19, 2006 8:55 pm
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.

PostPosted: Tue Dec 19, 2006 8:57 pm
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

Re: Delinquent player army placement

PostPosted: Tue Dec 19, 2006 9:23 pm
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.

PostPosted: Wed Dec 20, 2006 12:37 pm
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.

PostPosted: Wed Dec 20, 2006 4:12 pm
by mr. incrediball
it's great, apart that they should still get kicked after missing three turns.