OK, a bit of a debate has started in this thread over an automatic 500 round limit being imposed on all games. Whilst reading the posts I agreed straight away and went as far as to post a new suggestion for this. But then I saw the unyielding logic of why it was never implemented in the first place. Lets say you have a game with a 500 round limit imposed by the site, but the game is stalemated in round 200, you still have 300 hundred rounds to go. I know you will all say that 500 may be high so lets have it at 300. Too low as games are still being played at this round level, you can debate how high/low it should go. But here is the reason why it should never be implemented:
The wrong player may win the game. Last round of the games end, a player makes an attempt to sweep the board. He gets all territories apart from the very last one. On that last region a player has 200 troops, the sweeping player has 199 troops. According to the round limit options, the player with the most troops wins the game.
So lets see what the objections to the above are then.
agentcom wrote:Koontz, some variation of this has been suggested many times before ... Surprised cuz you're usually on top of things in this forum

... Anyway, it's been rejected every time. Not to say that a new look can't be taken by the new management.
Rejection can hurt but fresh ideas still need to be looked at as if they are fresh and not rejected just because a variation of the same theme has already been so.
agentcom wrote:But the argument against it is a little nuanced, and I generally agree with it. The basic form of it is that you should have to play out the games you start come hell or high water. This is a pretty good rule of thumb and it works for 99.9% of all the games played on this site.
I completely agree with you here. Games started need to be finished but on the odd occasion, some games are so forced, it becomes annoying.
agentcom wrote:Rarely do players end up in games where there is a true stalemate that has to be decided by other means.
Then why do so many games get started like this. I have played in quite a few myself. Where you get to round 300 and think to yourself that this is not fun anymore. Players start to dead beat just to get out of it. Freeiums are trapped in that game. True stalemates may not happen often as you say, but they are happening and players are devising ways to get around them. This would just give everyone a set way to do it. No sunny esc games on classic as that can disadvantage a player.
agentcom wrote: And not having the stalemate button forces those players to play it out rather than taking the easy way out.
As above, players are playing stalemate games already.
Game 13142230 is one such game including an admin and a mod.
agentcom wrote: Not allowing this option prevents some forms of abuse. For example, I can see a good player on a complicated map or trench setting who is actually behind convincing someone that the game has "stalemated" and a new game should start. This pushes the bounds of the "diplomacy" that should be allowed on this site.
Here I disagree with you. All games need to be agreed on by all parties, same as the rematch button does. If you are in a game and a player is able to convince another player of the stalemate, the rest still need to agree. If it comes down to a 2 player match up, then both players would come to an agreement anyway to play one or not. Diplomacy is part of the game and as long as this is open in the chat, then it is no different than 2 players agreeing to kill of a third player through a truce.
agentcom wrote:For the small percentage of games that truly do result in a stalemate, there is the option to do a tiebreaker game. But even that is technically against the rules as the end result is that the losing players must "throw" the original game to the winner of the tiebreaker. Game throwing is against the rules, and so are these tiebreakers.
But these games exist. Players are breaking the rules now but not being punished. I am not saying they should. But what I propose is to allow a second game to start legally and for players to lose one set of point, not two like now. Imagine a high rank
josko.ri in a play off game with
cairnswk, the amount of troops he loses in two games is a lot. So what reason does josko have to agree to one? None.
agentcom wrote:In other words, the ethos of the site is so against the idea of ending games by some other means than a person emerging victorious after a battle (however long) within the rules of the game (including round limits) that all other methods are either against the rules or have been rejected.
Rules need to be changed as time goes by. At no point when the site started, could all the ways to run the site be thought of. This is just that, a legal way to end games. Players are already breaking the rules.
agentcom wrote:I like that. I know it's an intangible "sanctity of the game" type argument that others don't care for, but I appreciate that there aren't any easy ways out of those long games. They were grueling at the time, but some of my proudest victories have resulted from games that would probably have been written off as "stalemates" had easier options existed. I have also been in games where we truly did need a tiebreaker, and I appreciate the barriers to creating those tiebreaker games that exist because all the players alive have to truly think that things are locked up to agree to the game.
We are the same here. Times are times, allowing players an option to start a new game is just that, an option. It is up to the players to decide if they want to use it or not.
patrickaa317 wrote:What will happen in a new game with all the same settings (sans the dead players) that will be different from current game? Usually games stalemate out because there is no incentive to go for an elimination. This seems like it wouldn't change anything and just set people up for a fresh start to a game with settings that may end in stalemate.
But a fresh game means a new deployment. One of the reasons games become stalemated is players see no option apart from stacking. Games get eliminations early, starting fresh allows that.
patrickaa317 wrote:If this was to be implemented, I would say that a 50 round limit would be added to the 'decider' game. This would prevent it from happening again and would actually put a true end to the game.
OK, I see the reason behind this. But it has been said that round limit games are different from the original but I understand this and added to the OP.
JamesKer1 wrote:Alright, so for team- if we aren't transferring over dead players, I think a lot of work would have to be done for the game engine to set it up with a one person, 3 person, and two person team (i.e. in a three team trips game). Maybe carry over only for teams if its easier to code? I really don't know anything about coding, but it seems like it would be easier.
I see the reasoning. allow the dead players to show up in the new game would be a must then for team games. Changed the OP.
JamesKer1 wrote:Speed- My main concern is with a small map (Doodle or Lux) F/S game. I could check the button every turn, and see that no one else checks it, and leave it checked or recheck it before I go do something for a minute since I think it will be a while before the round is up. When I come back, I could see that I'm eliminated from the new game. I'd be pissed and probably never play speed games again. So how could this be fixed? Maybe a timer in between games with a pop up saying that the game was stalemated? Timer length should somehow be connected to round length and number of players IMO.
This one I do not get. If you are playing a 1 minute doodle speed game freestyle, you do not leave your computer.