"The R/T Junkie's"

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Middi2
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Joined: Fri Dec 29, 2006 7:12 pm

"The R/T Junkie's"

Post by Middi2 »

Only a suggestion, how about an extra game option for r/t players. Just an extra option for an r/t game in which the only difference been is that if the player doesn't start their turn within 5mins of the player before them, finishing theirs, they will be kicked from the game, their territories converted to nuetral and points deducted. This would be an excellent anti-deadbeat tool and also would be much appreciated by the rt junkie's.

This of course would be slighlty different in a freestlye r/t, as the 5mins rule could only come into effect for the final player of each round, taking their go. When the time runs out any player having not played a turn, are again kicked from the game, their territories converted to nuetral and points deducted.

The points deducted should be a set amount, say 100points for example, just enough to stop players just quitting because they are not going to win, as they would only loose a fraction of that playing the game to the death, like any true r/t junkie would.
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wicked
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Post by wicked »

speed games are planned.
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Great Pretender
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Joined: Mon Dec 11, 2006 4:29 am
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Post by Great Pretender »

but everyday, doesn't CC have a shut down or something for a time?
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IronE.GLE
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Location: Kansas

Post by IronE.GLE »

How about just an option to choose how many hours you have before you miss a turn. Have settings for 24, 12, and 6 hours.
There is no luck, only preparation and execution.

Alliances are for the weak, whimpering masses looking for someone to hold their hand through the storm.
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Burrito Loco
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Post by Burrito Loco »

...6,3,1,30 min,15 min

I like
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Middi2
Posts: 6
Joined: Fri Dec 29, 2006 7:12 pm

r/t

Post by Middi2 »

Speed games may be planned, but the average rt is compiled of random people from live chat, at least thats the way it is for me. There is always one player who's holding things up, which usually creates a domino effect, slowing the rt down to such an exstent that it can take hours to get through a few rounds, let alone the game! If players had to play their turn within 5mins of the previous player finishing their's, or face the consiquences, this would keep the game moving in Real Time.
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Middi2
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Joined: Fri Dec 29, 2006 7:12 pm

r/t

Post by Middi2 »

Forgot to mention, an r/t game would break down if you had to wait hours for the missing person to miss a turn. Players tend to leave after 5-10 mins of the game becoming inactive to check their non rt games for turns they can play or go join other rt games. Strict limits on beginning turns would incourage players not leave, thus keeping the game play moving.
poo-maker
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Location: Dublin, Ireland

Post by poo-maker »

these ideas are all on lacks to-do list
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