TheForgivenOne wrote:chapcrap wrote:ManBungalow wrote:Is there still a loophole where you start a manual freestyle 1 vs 1 game on City Mogul and miss the deployment round in order to go first in the second round ?
That's considered abuse if done frequently. I remember a case where the person was warned/noted/something or other stating that it was against the rules.
And even if still is there, this shouldn't mean that you have to delete the deferred troops, you should arrenge the problem of that map.
Robert The Red wrote:I would admit that the advantages of missing a turn are small but they are there more often than not in team games, for example quads where the front line are 4 players against 2 the other 2 players playing a supporting roll, the team with 4 on the front line have to guess where to place troops if the other 2 have missed a turn they can then deploy a large stack on any given border if they had played there turn you would be able to counter fairly, it is difficult to discribe the situation without being in a live game.
Yes, I understand that situation, but again they have to wait to the next turn to use them, so the opponent team has a full turn to counter-attack that, its easy, deploy there, make reinforces there, and even if you don't make any reinforcment there, by just deploying 1 full round you have counter-assault that, its as simple as team comunication, any decent team can arrenge that
Robert The Red wrote:But for me the main reason for changing the missed turn rule so that troops are not carried forward to the next go is the the motivation not to miss your go, it would encourage more regular play, and reduce the missed turn stats, and i do not believe it would be detrimental to the casual nature of the conquer club community, at the very least having the missed turn rule as part of game settings so people would be free to choose whether they wanted to play a a game with the enhanced missed rule changes. i see no reason why this could not be tried for a given period to see if it proved popular.
No, not at all... people (who knows how to play) don't miss the turn in order to get deffered troops, that's not the motivation. I'll assume you didn't read my previous post, because then you'll see that the motivations are different, and taking out the defered troops won't make any difference.
And it seems good to make as many options as possible, but this is not always truth and less in this case
-In many games, people don't miss turn, so making this option is useless for these games.
-More options, means more to code and more chances that there are bugs, and take more time in solve an error. Therefore when they make an option they should do of something that can be more useful.
So either you leave the deffered armies as its, or take them our, or another option, but don't make an option when creating a game for this. (In my opinion, better to leave it as it is now.