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[Rules] No Deferred Troops for No Spoils Games

PostPosted: Thu Nov 16, 2006 7:17 pm
by gavin_sidhu
There are alot of threads like this, but not exactly like this (well i couldnt find it on the to-do list), but reinforcements should not be multiplied in no card games, as it gives an unfair advantage.

The whole point of no cards is for there to be no suprises, with doubled and tripled armies, the suprises are many. I know some of you are thinking why dont you deploy as if he was going to play his troops, example of why this doesnt work: You own a continent and two of the borders are with a player, normally you would only need 2 more men on that country so he couldn't take it (if he is getting 3 reinforcements per turn), but if the troops are doubled you will need 5 more men then he on your bordering territories, which is a waste of troops that is not wanted in no card games.

The reason i bring this up because someone won a no cards game against me, admitting using the tactic, he called it 'stratergy' check out my feedback.

5/5

PostPosted: Fri Nov 17, 2006 12:10 am
by LazarusLong
I posted this in another thread but I'll try it again here:

What if the armies from the missed turns get spread out evenly over all teritories for that person. They only get to place the armies for their current turn.

Most of the problem is not knowing where to defend against a double or triple deployment.

I think this would eliminate most of the tactical advantage of missing a turn.

PostPosted: Fri Nov 17, 2006 11:46 pm
by gavin_sidhu
shite, that is a great answer to the problem, has lack said anything about it? it should be implemented.

Im not sure if the mods will like it, but mayb u should start ur own thread with this solution.

PostPosted: Sat Nov 18, 2006 11:47 am
by LazarusLong
I'll give the mods a little more time before I try another thread here.

I'm not sure if it's clear in my previous post but this would also work best if the armies from the missed turn where deployed randomly at the time that the turn was missed.

PostPosted: Sat Nov 18, 2006 1:20 pm
by sully800
Wow Lazarus- never heard that suggestion before, but I like it a lot!

PostPosted: Sun Nov 19, 2006 1:41 am
by gavin_sidhu
Can we plz get mod input on LazarusLong's suggestion?

PostPosted: Sun Nov 19, 2006 2:04 am
by AndyDufresne
We are discussing many possible options. Tune in for more news later.


--Andy

PostPosted: Sun Nov 19, 2006 2:21 pm
by LazarusLong
What are the options being discussed? Why the secrecy?

PostPosted: Mon Nov 20, 2006 9:02 am
by MTA-M
Or, maybe easier to implement(?). Not spread the armies evenly, but just deploy them randomly on 1 of the territories of the player that misses a turn.
So you at least know where to defend.

PostPosted: Mon Nov 20, 2006 10:09 am
by LazarusLong
I agree all in one place would be easier to implement but I still like the spread evenly better. It shouldn't be that hard to code. In either case having them deployed at the time the turn is missed would make it easier to defend.

PostPosted: Mon Nov 20, 2006 10:39 am
by MeDeFe
All on one might mean you suddenly get 12 armies on your doorstep.

PostPosted: Mon Nov 20, 2006 11:07 am
by MTA-M
MeDeFe wrote:All on one might mean you suddenly get 12 armies on your doorstep.

That could also happen when the player is just taking his turn. At least you know where they are and you don't have to defend everything while getting up to 24 the next turn in a unknown place.