Symmetry wrote:Metsfanmax wrote:Symmetry wrote:Thorthoth wrote:I've seen situations in trench games where a player was able to skip turns without jeopardizing a bonus and then came back for an deferral-enhanced coup de grace.
No to mention, in tight situations where attacjk priority becomes critical, a player who skipping turns may be interpreted as a low-priority deadbeat... when that is not actually the case.
I've got to ask- would you make that kind of mistake?
It's not necessarily a mistake, there's game theory involved which can support it, which is what Thorthoth is talking about. Suppose you're on a three player Classic map standoff. Each player has about equal bonuses and troops, and cannot attack any other player for fear of letting the third win. Every player is just building slowly and not attacking. Suppose further that player C misses two turns, and that player A takes their turn and just drops and passes to player B. After player B's turn, they know that either player C will return, or player C will forfeit. If they do nothing and then player C forfeits, player A will immediately be able to attack player B, and since attacking troops have statistical advantage in this game, player A will likely win. So there is an incentive to attack A pre-emptively, so that if C does forfeit, they do not lose because of it. Obviously, if they do attack A pre-emptively and then C returns, then player B will probably lose. So there is a real dilemma there. And the dilemma also applies to player A after player C's second missed turn, who has to decide whether player B is the kind of person who would pre-emptively attack, and then decide whether to pre-pre-emptively attack to counteract that (again, based on player A's estimation of whether player C is likely to return). If you're player A or player B in this situation, it cannot really be judged a "mistake" to attack. You have to make your best judgment of the odds of the situation and then act.
So this is a real expected advantage to player C, assuming they plan to return, because at best one of the two players attacks the other, and at worst nothing happens and the game continues where it was before.
I understand that, but that's been long part of the game- It seems like a part of the strategy of play (a risky (no-pun intended)) one.
I think that the suggestion will result in punishing more casual players of the game though.
You make a solid argument, but I'm still a bit sceptical. I think that this option, if implemented, would turn up in a lot of games set up by older players, that new players would join.
I don't support the OP, mostly for this reason: I think it hurts more than it helps. But I do want the debate to be honest about what the pros and cons are.