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Supreme_Pookie wrote:How about having an automatic "End Reinforcement" action occur just prior to time running out.
For perpetrators who practice this type of rule breaking, this "tactic" (as it's been incoorectly labeled) would then be rendered null and void.
The rules specifically state that if you're the last one to take a turn in the round then you can't be the one to play first in the next round.
This is a clear vio;ation of the rule.
This is a bug in need of extermination.
Blitzaholic wrote:jpcloet wrote:Timminz wrote:2-player team games.....
Yes, 1v1 team games should be added!
how is 1 vs 1 a team game jp?
ahunda wrote:1v1 team games, hands down.
Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.
lackattack wrote:
...And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.
sherkaner wrote:Demonfork, Lack himself refers to it as a loophole.
And his quote isn't entirely correct either, if you take your turn and let it run out in a 24-hr game, you actually change the time the new round starts, and the endtime isn't predictable any more.
And it looks like most people here agree with removing the loophole
demonfork wrote:Please, for the sake of freestyle, don't ruin the freestyle format by eliminating the double turn.
Before I give my reasons why this would ruin freestyle, let me first start off with on of my favorite rebuttals that I use against the double turn naysayers that written by a wise man of cc...lackattack wrote:
...And just to clarify, anti-double-turn block is only meant to prevent "surprise" double turns when the round ends before the 24 hours are up. Any other sort of double turn (e.g. when someone didn't play or ran out of time) is allowed because everyone knows when the turn expires and it isn't a surprise.
#1. As you stated, it is no mystery when the clock flips, any player can easily show up when the time expires and take their turn.
demonfork wrote:#2. (Mostly applies to 1v1) Delay tactics are used quite often in casual freestyle. A player ends his turn early and comes back later at some arbitrary time to clean house when his opponent has long since logged off. The double turn is one of the only means of counter measure when dealing with this tactic. It brings balance to the format. If you take away the double turn casual freestyle will turn into a game of who can end their turn this quickest.
demonfork wrote:#3 Being double turned is preventable. If you wish to eliminate the possibility of ever being double turned just make sure that you are always the last player to take your turn. I myself have never been double turned* because I either A. Show up at the clock flip or B. prevent it from happening by staying at the bottom of the turn rotation.
demonfork wrote:Yes a lot of players complain and cry foul when they fall victim to this strategy because of their inexperience or their general lack of freestyle skill, but so what.... In chess when I first fell victim to the Queens Gambit I didn't go cry because I was unaware of this tactic, I was happy because I learned a new skill that I was able to add to my arsenal.
There will always be crying noobs, crying noobs are a part of life. The vast majority of the double turn naysayers also happen to suck at Freestyle and or don't understand the format. Please don't ruin freestyle because some crying noob can't handle that someone else has the necessary skills and knowledge to be good at something and they do not.
notyou2 wrote:Welcome back Lack. How was Shediac? The place has gone haywire while you were away.
I would like to see moderators that actually show moderation when enforcing the revamped rules, evenly and fairly and with transparency. As well as an examination in minute detail of recent bannings that seem heavy handed and unfair to many in this diverse and divided community.
angola wrote:Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.
What exactly do these details show?
RjBeals wrote:allow us to make bigger maps (dimensions).
Master Fenrir wrote:angola wrote:Master Fenrir wrote:Attack details. For some reason, I've always found those really interesting to look over on similar sites.
What exactly do these details show?
It shows you where they attack and what their dice were. This can be useful in situations such as this:
4 player standard:
-Red has three borders of Green, Blue, and Yellow.
-Players come back and see that he has 4 where he had a 3 previously, so they know he dropped and took a swing and went 0/2, but don't know who he attacked.
Attack details would show which territory he tried to attack.
captainwalrus wrote:RjBeals wrote:allow us to make bigger maps (dimensions).
I agree!
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