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Grifter wrote:I discovered (the hard way) that the number of deferred troops given when a player misses a turn is based on what territories the player had at the time he takes his turn and not on what he had on the round that was missed. What is the rationale for this?
By missing a turn a player already loses the chance to defend his territories as well as losing a chance at spoils. Is there a need to further punish the player? If he was given the full number of troops he can stage a comeback.

You're fortunate to get anything at all. In many games not showing up results in a forfeit.Grifter wrote:What is the rationale for this?
You would have loved the old way. Deferred armies used to be given at the same time as regular deployments. The current method is fine. Anyone missing turns on purpose is just being stupid.Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it
In general, yes. However there are some games where not having those extra armies up to be attacked can be an advantage. Nothing is perfect.Timminz wrote:You would have loved the old way. Deferred armies used to be given at the same time as regular deployments. The current method is fine. Anyone missing turns on purpose is just being stupid.Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it

I agree. Under the current rule players should anticipate the deferred troops and be prepare for them to be deployed. thus they should not weaken themselves to the point where they will be at a disadvantage when they are deployed. Play smart. that's allPLAYER57832 wrote:In general, yes. However there are some games where not having those extra armies up to be attacked can be an advantage. Nothing is perfect.Timminz wrote:You would have loved the old way. Deferred armies used to be given at the same time as regular deployments. The current method is fine. Anyone missing turns on purpose is just being stupid.Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it
Still, I think it was a good compromise.
That's a great example of how assumptions can be harmful. Rather than guessing whether or not someone is coming back, think simply that they have missed a turn, or 2.Skiman wrote:I disagree - it's not enough to say players should simply be preferred for the deferred troops. The problem is this: when someone is missing turns, some players often assume that player is NOT returning. Because once someone starts missing turns, people make different judgements about whether that player will return, and guessing correctly can give an unfair advantage. A few scenarios...
In scenario one, one player guesses correctly the turn skipper is not returning, and uses that to an advantage (not defending a border, attacking all out against a remaining player). The guy sitting there worrying about the turn skipping player gets screwed. Worse, the player that worried about the return might have even wasted armies attacking the skipper.
In scenario two, all players guess correctly the turn skipper isn't returning, and nobody is disadvantaged.
In scenario three, most players assume the turn skipper isn't returning, and attack each other, wearing ecah other down. Then the turn skipper returns, and suddenly has the most armies on the map.
As these simple scenarios illustrate - the games can get warped.
Of course, not providing deferred armies doesn't completely solve the problem. But it helps from two angles. First, its much more difficult for the turn skipping player to be the one that benefits from different scenario outcomes - and that's a good thing, because it's that player that is in the wrong. Second, it reduces the incentive to miss turns.
I agree, and obviously I disagree with those who feel the current rule is a "good compromise" or whatever. If you miss your turn, you shouldn't receive any troops - you didn't play the turn!Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it

My main problem on it is on small maps, with hard to come by bonuses. Some of my favorite maps are small ones like luxembourg or doodle earth. Oftentimes in three or four player maps, no one has a bonus, and if a player misses two turns,no one hits them, because its assumed they're out. It's like hitting a neutral. So they receive immunity and come back and plop down nine troops. It's impossible to break them, so they can wreak havoc. Maybe its an assumption, but I doubt you go out of your way to hit neutrals. Its a strategically unwise move.Timminz wrote:That's a great example of how assumptions can be harmful. Rather than guessing whether or not someone is coming back, think simply that they have missed a turn, or 2.Skiman wrote:I disagree - it's not enough to say players should simply be preferred for the deferred troops. The problem is this: when someone is missing turns, some players often assume that player is NOT returning. Because once someone starts missing turns, people make different judgements about whether that player will return, and guessing correctly can give an unfair advantage. A few scenarios...
In scenario one, one player guesses correctly the turn skipper is not returning, and uses that to an advantage (not defending a border, attacking all out against a remaining player). The guy sitting there worrying about the turn skipping player gets screwed. Worse, the player that worried about the return might have even wasted armies attacking the skipper.
In scenario two, all players guess correctly the turn skipper isn't returning, and nobody is disadvantaged.
In scenario three, most players assume the turn skipper isn't returning, and attack each other, wearing ecah other down. Then the turn skipper returns, and suddenly has the most armies on the map.
As these simple scenarios illustrate - the games can get warped.
Of course, not providing deferred armies doesn't completely solve the problem. But it helps from two angles. First, its much more difficult for the turn skipping player to be the one that benefits from different scenario outcomes - and that's a good thing, because it's that player that is in the wrong. Second, it reduces the incentive to miss turns.
i think it is to accommodate the casual online gamers that have other things going on in their lives... afterall, the first page of the site reads:Moop wrote: Its seems this system is only there to try and add more tactics when surely thats not needed
deferred troops suck, but they are much better now than they were before when the person received them all at the start of their turn (talk about a tactic)... and as you play longer, you will learn how to deal with people that are missing turns deliberately or otherwise...-0Conquer Club wrote: Designed for the casual gamer, playing Conquer Club is not a time consuming process. You can take your turn in 5 minutes with your morning cup of coffee or in between classes.

no. we have enough options already.Annie M wrote:I was surprised by the deferred troops rule, but i can see that it makes some sense. Maybe it could be an optional thing - so that when you start a game you can choose whether or not to have deferred troops?

I agree. The deffered troops policy allows players to take a continent then reinforce their or their partners borders. You need to punish people who miss turns, not reward them.Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it
I would say that ignoring an opponent is the unwise move tbh.burntoast101 wrote:Maybe its an assumption, but I doubt you go out of your way to hit neutrals. Its a strategically unwise move.