agree with max, if the game could not evolve in the last turn due to an opponent massing why change the odds of it when the player drops. The only thing that can happen from that point on is that the stack will not get bigger so eventually, you should be able to smash it although it is not necessary ...
What i meant is that if a player has joined several games and gets kicked for deadbeating then if he hasn't really logged on since that first turn he deadbeated, that means he will probably not log on for all others and then deserves to be kicked in all active games.
I added a post a while ago about this option to make the game a little more random but still less random than with dice battles. Please read (http://www.conquerclub.com/forum/viewtopic.php?f=4&t=59150) and take it into account for this option as i think that no dice games wouldnt a bad option in ...
Good idea but keeping the capitol secret or not would eventually be known anyway. Any player would fort a little bit of units from time to time onto it and expand from it so the secret couldnt be kept long enough.
I'd definitely play it, but this game type would be useless in several maps since it ...
Would debalance the game unless bonus multiplier is low because imagine that, a clash of 100 vs 100 can often result in very unexpected results such as 70 vs 0 while a 10 vs 10 is not dramatic, i may result in a 7 vs 0 but that means if the player is able to kill all following 1's, he can take at ...
That option would be nice, but the way to implement it can largely vary from person to person and the last that explained how wouldn't make sense in fog war games. It could ruin games. This play mode exists in risk because we are fogless and all alert and playing.
I think you don't understand what i mean. Obviously you can't know how much time there is before it is your turn, but at least, if my way of doing is implemented, i will not get a few games at the top saying 15 minutes left while there is still 3 turns left that may take up to 24h each.
Agreed although i'd do it as soon as a player deadbeats in a game and has not logged on since that last turn. So if i have 20 games active and i start deadbeating and i get kicked from a 24h game after three turns and i have not logged on since the first turn i deadbeated on that particular game ...
I like that last idea man. I'd prefer a that to changing the flat rate, but obiouvsly that would need to be a different name of card type such as Exponential.
1 card = 1 unit (take the preceding + the card number) 2 cards = 3 units (take the preceding + the card number) 3 cards = 6 units (take the ...
Never said anything about fastest connexion, said something about dedication to the game, some peeps are on CC 8h/day.
PS, since i didnt want to hijack this thread, i created a new thread about suggestions to randomize the game a bit even in a no dice game. See it here:
This game is not aimed at going portable like that. Although integration of SMS warnings could be something nice. Unless you know a map by heart, playing a game like this in WAP mode or in a ultra low res mode is not interresting enough. You can't get the big picture in a fogless game.
I agree a bit with you but not entirely. I feel there is too much luck in flat rate because someone that gets red cards has way less units than someone that gets blue. Yet again, imagine if you are lucky enough to own the blue card. I would put all same color sets at 7 and a rainbow at 10 like it ...
This post applies to: http://www.conquerclub.com/forum/viewtopic.php?f=4&t=43095 It is a new post because it is another idea and i didn't want to hijack the thread and change it's content.
This idea comes from the fact that diceless games could be an interresting feature in conquerclub but it would ...
Although the problem about having the advantage of deploying first is somewhat problematic. I think that this kind of game should only be played in freestyle mode since the fastest to deploy then would have the advantage. In sequential it could pose a ...
Change the time left displayed in the game list to a more realistic time left
Specifics:
In the game list, it shows the time left for a turn, but it is not clear sometimes as to how much time is left until your turn. I often get games at the top of the list that says ...
Why leave it, if it pisses me off that my games are taking 1 week to complete a turn and i'm not the only one, the problem is worth mentionning. This kind of comment is not helping the cause...
In an assassin game it is not free points, it messes up the game bad... Take for example an assassin game on age of realms 3 where i have a player deadbeating. This player is not getting bonuses and is freely open to attacks... Next turn it will be allright cause the player will drop, but if on this ...
Could we change the rules for deadbeating players. There seems to be a rush of new people to the game recently, but most of them are deadbeating games constantly... Could the developpers change the ruling for deadbeating and either:
1. Allow the users to vote someone out (Any active player having ...
Also, in the detachable log window, a quick game changer that shows changes to the logs and chats. Using AJAX, you could reload the data in the quick finder and display changes and then the user could click on the game of his choice to go to that log and chat.