macbone wrote:See, here's the issue here. Conquer Club is a casual gaming site. It wasn't created to be a huge time-sink as I understand it. In a regular terminator-standard game, sure, it won't kill you to miss a turn (unless it's the final sweep in an Escalating game, but still, tough).
But with clans, it becomes more competitive, and say what you will, missing a turn costs your team. Yeah, this isn't super serious stuff, but I for one don't want to be the guy that makes my clan lose a game, and clan wars are decided all the time by the margin of one game.
Turn sitting has never been ruled illegal, and in fact guidelines are in place to allow it under certain situations, such as when a player is on vacation or is in danger of missing the turn. This has never been ruled against the rules.
What is a problem is when one player is taking difficult turns for other players, especially in the context of a clan war when caps are in place on the maximum number of games a player is allowed to play in. This is where the casual side of CC conflicts with the competitive side.
For those of you who have never had a turn sitter, I commend you. But personally, I don't want to disadvantage the teams I play on and potentially cause them to lose because I ended up with a bunch of meetings and couldn't take my turns at 1 pm during lunch like I had planned to earlier in the day, or my family decided to spend the day together at the space museum and I didn't want to spend fifteen minutes on my ipod catching up on my games. If Conquer Club wants to be simultaneously casual and competitive, it ought to have room both for the guy who can't always take his turn and doesn't want his team to lose and the guy who can't always take his turn and doesn't mind missing (and hopefully, he's playing on the opposite team from me (= ).
Then the players who are competitive should get together and be as ultra-competitive as they want, and if that matters to them then they won't miss 99.999% turns even if they don't have sitters. And the casual players will team up with the casual players and if people miss turns well it's just a bit of fun and nobody really cares if the odd game gets dropped for it.
But if a group of players wants to be competitive, then invites a bunch of casuals who only want to play when it's convenient for them to their team, then they should accept the consequences of that, in that turns will occasionally be missed, and should probably think hard about if they want to use those players for the competitive games.
And if someone is a casual player and they want to join the competitive arena, then they should accept that they will have to prioritise it higher than before and make sure they make time and opportunity to take all of the turns that entails.
But to say that the competitive players should be allowed to have use of casual player's accounts, knowing that those casuals will go AWOL from time to time and will miss turns, and then assume they can account share those accounts to play out the games that matter to them whenever they want..... that's just screwed up.