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		Grifter wrote:I discovered (the hard way) that the number of deferred troops given when a player misses a turn is based on what territories the player had at the time he takes his turn and not on what he had on the round that was missed. What is the rationale for this?
By missing a turn a player already loses the chance to defend his territories as well as losing a chance at spoils. Is there a need to further punish the player? If he was given the full number of troops he can stage a comeback.






















		











			




		







		




		Grifter wrote:What is the rationale for this?







		Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it




















		Timminz wrote:Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it
You would have loved the old way. Deferred armies used to be given at the same time as regular deployments. The current method is fine. Anyone missing turns on purpose is just being stupid.
















		PLAYER57832 wrote:Timminz wrote:Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it
You would have loved the old way. Deferred armies used to be given at the same time as regular deployments. The current method is fine. Anyone missing turns on purpose is just being stupid.
In general, yes. However there are some games where not having those extra armies up to be attacked can be an advantage. Nothing is perfect.
Still, I think it was a good compromise.





















		




		Skiman wrote:I disagree - it's not enough to say players should simply be preferred for the deferred troops. The problem is this: when someone is missing turns, some players often assume that player is NOT returning. Because once someone starts missing turns, people make different judgements about whether that player will return, and guessing correctly can give an unfair advantage. A few scenarios...
In scenario one, one player guesses correctly the turn skipper is not returning, and uses that to an advantage (not defending a border, attacking all out against a remaining player). The guy sitting there worrying about the turn skipping player gets screwed. Worse, the player that worried about the return might have even wasted armies attacking the skipper.
In scenario two, all players guess correctly the turn skipper isn't returning, and nobody is disadvantaged.
In scenario three, most players assume the turn skipper isn't returning, and attack each other, wearing ecah other down. Then the turn skipper returns, and suddenly has the most armies on the map.
As these simple scenarios illustrate - the games can get warped.
Of course, not providing deferred armies doesn't completely solve the problem. But it helps from two angles. First, its much more difficult for the turn skipping player to be the one that benefits from different scenario outcomes - and that's a good thing, because it's that player that is in the wrong. Second, it reduces the incentive to miss turns.




















		Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it

			




















		Timminz wrote:Skiman wrote:I disagree - it's not enough to say players should simply be preferred for the deferred troops. The problem is this: when someone is missing turns, some players often assume that player is NOT returning. Because once someone starts missing turns, people make different judgements about whether that player will return, and guessing correctly can give an unfair advantage. A few scenarios...
In scenario one, one player guesses correctly the turn skipper is not returning, and uses that to an advantage (not defending a border, attacking all out against a remaining player). The guy sitting there worrying about the turn skipping player gets screwed. Worse, the player that worried about the return might have even wasted armies attacking the skipper.
In scenario two, all players guess correctly the turn skipper isn't returning, and nobody is disadvantaged.
In scenario three, most players assume the turn skipper isn't returning, and attack each other, wearing ecah other down. Then the turn skipper returns, and suddenly has the most armies on the map.
As these simple scenarios illustrate - the games can get warped.
Of course, not providing deferred armies doesn't completely solve the problem. But it helps from two angles. First, its much more difficult for the turn skipping player to be the one that benefits from different scenario outcomes - and that's a good thing, because it's that player that is in the wrong. Second, it reduces the incentive to miss turns.
That's a great example of how assumptions can be harmful. Rather than guessing whether or not someone is coming back, think simply that they have missed a turn, or 2.







		

















		











		Moop wrote: Its seems this system is only there to try and add more tactics when surely thats not needed
Conquer Club wrote: Designed for the casual gamer, playing Conquer Club is not a time consuming process. You can take your turn in 5 minutes with your morning cup of coffee or in between classes.





















		
		Annie M wrote:I was surprised by the deferred troops rule, but i can see that it makes some sense. Maybe it could be an optional thing - so that when you start a game you can choose whether or not to have deferred troops?





















			Skiman wrote:The deferred troops rule needs to go. It's the dumbest feature of CC. Nothing provokes as much annoyance in other players than watching a turn missing player return and move into an advatnaged position *specically* due to the extra deployment. Happens all the time, and plenty of people skip turns on purpose. I would love to see the rule abolished. The benefits is supposedly provides (perhaps giving an incentive to keep playing games where a turn has been innocently missed) are far outweighed by how negative everyone feels about it



















		burntoast101 wrote:Maybe its an assumption, but I doubt you go out of your way to hit neutrals. Its a strategically unwise move.





			

















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