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New double turn big fault..

PostPosted: Thu Sep 10, 2009 3:10 pm
by jammyjames
im in a freestyle game, of which the player im still against has just missed his turn, yet because i took a turn that round, i have to wait until halfway through the round or when they take their turn, this is stupid as now he also gets the advantage of taking his turn first. also gaining the extra men during reinforcement phase..

i really think this should be changed, it kind of kills freestyle..

Re: New double turn big fault..

PostPosted: Thu Sep 10, 2009 4:50 pm
by TheyCallMeGrim
Here is what I posted on my reply to the post announcing the rule change:
As I type this, I am at a disadvantage in one of my games because of this change. As it has been described hypothetically above, one of my opponents skipped a turn, incrementing the round. I was informed I could take a turn, but when I checked, I was blocked. Why? Because of the three of us who took our turns yesterday afternoon, I just happened to be the one do to so last. I cannot believe that I would be cheating the system by taking a turn right now, and I see no reason why I or anyone in my situation should be blocked simply because someone skipped a turn. If anything, this might open the door for things just as nasty as the hack that this fix removed from the game.

Let's say there are three players, A, B and C, that it's round 10, that A and B have played already in that order, and that C would gain from B not being allowed to play first in the next round. C now has the ability to dictate playing order by not playing his/her round. C waits, allows the clock to run out, then plays first with a larger deployment and the jump on B. This is not the case in my game, but I see it as a very possible problem.

In the time I took to write this, one of my opponents might have already taken advantage of the fact that I am blocked. My inability to play has drastically changed the way this game will end; depending on who plays first, my opponents will receive more troops than they would have had I been able to play. Please consider adjusting the conditions for blocking a player in Freestyle!


In the end, the player that skipped his turn was ejected and I was blocked again. My opponent (who played a very good game and deserved the win) was able to play at his/her leisure. In fact, he/she played as I was driving home from work. Had I had the choice to play, I could have eliminated the deadbeat and positioned myself to win the game a whole three hours before my opponent started his/her turn, and he/she was able to take my only region away from me.

Understand that I do not blame my opponent; he/she played very well, and I do not suspect either him/her or the deadbeat of exploiting this issue. I do think that this rule change puts players at an unfair disadvantage because of a deadbeat, and I do think that the scenario I outlined above could become a real exploit. Please consider adjusting the rule.

Re: New double turn big fault..

PostPosted: Thu Sep 10, 2009 5:12 pm
by 40kguy
i dont like this rule eaither becuase when you play deadbeat new recruits you have to wait 36 hrs to make your turn so it takes forever to finish a game!!

Re: New double turn big fault..

PostPosted: Sat Sep 19, 2009 8:16 pm
by RSTB
I have to agree. With the rules set as it is now missing a turn can be used strategical to gain an advantage and that doesn't seem right. I understand the fact that there can be reasons for missing a turn but this should not result in an disadvantage for other players.

Re: New double turn big fault..

PostPosted: Sun Sep 20, 2009 12:41 am
by ender516
I don't play freestyle, so this might not make much sense, but allow me to make a suggestion. What if the 12-hour waiting period was made to start from the end of the last turn played, rather than from the time the new round started? That way, if everyone takes their turn, then the last player has to wait up to twelve hours for someone else to start the round. If someone elects not to take a turn, then the twelve-hour wait is counted from the time at which the last player ended his/her turn. That way, if most players finish their turns within the first twelve hours of the round, but one (or a few) stretch the round to a full 24 hours by missing a turn, none of the players who did play would be blocked. This scheme means that the player who determined when the round would end, either by being the last player to end his/her turn or by not taking a turn at all that round, does not gain any advantage, either by getting a double turn or by blocking someone who played and finished earlier in good faith but was manoeuvered into last place. (That last situation is a bit like the soldier who gets volunteered when the rest of the troop takes one step backward.)