Eliminate Freestyle Double Turns [Done]

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Eliminate Freestyle Double Turns [Done]

Postby ZawBanjito on Mon Jan 30, 2006 1:58 am

Even if double turns are not allowed, sometimes it still effectively occurs. In a game I just played I took Europe, but was unable to defend it. My opponent (only one now remained) started his turn at once and positioned armies to take me out of the continent. However, before he could, I started my turn and got the 5 man bonus and pretty much ended the game. Then afterwards I felt bad about it, and now that I think about it I've done this (although with far less immediate impact) many times.

Even without double turns all you're waiting for is someone to START their next turn, so if you're quick you can still press/create an advantage equivalent to an actual double turn. This strikes me as not consistent with the spirit of the double turn prohibition.

I propose amending it so that the last player of a round cannot take their next turn until at least one other player has FINISHED theirs.

This would make a game with only two players remaining sequential.


For your kind consideration,

Zaw
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Postby Ran Taro on Mon Jan 30, 2006 2:11 am

I agree.

I also think that a (deadbeat) player missing a turn shouldn't count as the last player in a round. At the moment if you are the last active player who takes their turn in a round, you can effectively get a double turn - because the deadbeats turn will always come after you.

This strikes me as against the spirit of "no double turns".
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Postby ZawBanjito on Mon Jan 30, 2006 3:47 am

Oooh, didn't think of that one. Excellent point. I concur: that too seems like a fake double move.
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Postby lackattack on Mon Jan 30, 2006 10:52 am

Even without double turns all you're waiting for is someone to START their next turn, so if you're quick you can still press/create an advantage equivalent to an actual double turn. This strikes me as not consistent with the spirit of the double turn prohibition.

Okay, I agree with you on this. But what if the other players can attack and only end their turns 5 minutes before the end of round (locking you out for the round)?

I also think that a (deadbeat) player missing a turn shouldn't count as the last player in a round. At the moment if you are the last active player who takes their turn in a round, you can effectively get a double turn - because the deadbeats turn will always come after you.

To me, a double turn was when your turn triggers a new round and you go again immediately. That's not the same as a you->round expires->you move, which was not blocked. But I guess that players who wait untill 5 mins before end of round can effectively benefit from a double turn.

So, how's this for a solution? The last player to begin a turn in a round (whether or not everyone played that round) cannot take a second turn untill either (a) another player ends a turn or (b) 12 hours have passed.
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Postby molestar on Mon Jan 30, 2006 11:45 am

12 Hour rule RULES
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Opinion

Postby Datacup on Mon Jan 30, 2006 7:16 pm

I gave my opinion about this in another topic. I think that the game should not allow simultaneous playing. Or at least it should have an option that you could choose.

For me, it is very frustrating to play nervous because someone may be playing at the same time and taking the country I left weak but plan to fortify when I finish my attacks.

I don't like sequential game (each turn takes a lot of time) but I think that when someone starts his round, no one should play until he ends.

BTW, it would solve the problem of this topic. :)
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Postby lackattack on Mon Jan 30, 2006 9:13 pm

How would loking the game during his turn prevent a player from taking a double turn :?
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Postby LoGiFA on Mon Jan 30, 2006 11:12 pm

I think that the game should not allow simultaneous playing.


What if they decide to start and not play, thus locking you out.
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Postby ZawBanjito on Tue Jan 31, 2006 4:19 am

Okay, I see the problem, Lackattack...

Actually, I thought of another: In a three player game, if it's going fast, two players could move together and effectively keep the third always going last. So how about, if you go last in a turn (not including deadbeats) you can't move again until a) another player finishes their turn, b) 12 hours have passed, or c) two other players have started their turn.

This doesn't completely solve the original worry, but I believe it would considerably alleviate it. I don't want the chaos of simultaneous play to vanish because I enjoy it (sometimes.)

Datacup, perhaps when speed games are put in next month there won't seem such an issue, because you could have a sequential game and not have it take so long.
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Postby Ran Taro on Tue Jan 31, 2006 3:06 pm

What if they decide to start and not play, thus locking you out.


You'd have to have a limit on turn time (1hour?).
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Postby Datacup on Tue Jan 31, 2006 9:32 pm

lackattack, locking the game would prevent fake double turns because the last guy to play would have to wait the first guy of the next round finish his turn... so it wouldnt be a double turn ;)

I dont think simultaneous playing is exciting, but this is a personal opinion. If I am playing while I drink my morning coffee, I want to think about my steps and not rush to be faster than my enemy. :? Well... it seems that Im the minority about this subject hehehe :roll:
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Problem with freestyle (AND A SOLUTION)

Postby Dlakavi on Mon Nov 13, 2006 7:43 am

When you play doubles with 4 players or triples there is an exploit.
It goes like this(for example triples):
Team 1 played their turn.
Now Team 2 plays, but only 2 players from team 2 play(one of them deadbeats).
They both take a continent/very large number of countries and all of them wait till the end of 24 hours.
Now all of them begin the next turn and kick team 1nes ass because of their largew advantage in reinforcements.


Solution:
New play type:
Seqential freestyle:
Team 1 has 24 hours to play(they can play at the same time, one after another, whatever).
Then team 2 has 24 hours to play(same as team 1).
Hope you understand, it is all the many options of freestyle without the double turn/turn synching problem.

Questions and comments?

priority:5
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I agree

Postby sadistic on Mon Nov 13, 2006 8:21 am

What makes conquer club unique is what it says on the homepage:

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.

In this thread I describe what happened to us in game 105891 where 2 guys exploited a bug that allowed one of their guys to take 2 turns in a row by his teammate missing a turn.

We had the map locked down and then because they did this they got +18 armies (in flat rate game) and before that one of them was just about eliminated from the game and the other guy didn't have a country...
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Postby Dlakavi on Mon Nov 13, 2006 8:23 am

Yes, my suggestion solves this problem of yours
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Postby RexRegis on Mon Nov 13, 2006 2:38 pm

the suggestion solves that problem, but creates the problem with unbalanced turns...

and one great thing with teamgames is that you can let one player open up a path and when the enemy bites the bate you close the path behind him.
I could say something interesting, but I wont
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