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I haven't read much of this, but why would you want to reward someone for missing a turn by giving them multiplied armies?
Awesome wrote:and can it be programmed so you get armies equal to what you get at the START of the turn (multiplied by missed turns) and not at the end. because some1 could miss 2 turns, get three armies at beginning and then take a continent for lets say +2 and then get 10 more armies at end of turn (instead of 6 which is what you should get in my opinion)
I'm sure lack could program it this way.
mach wrote:Well, I'm glad everybody understand now. How about adding another stage at the beginning of a turn if someone has any missed turn armies. In this stage they would have to place their armies before they attack, but the armies wouldn't show up on the board until after the end their turn.
Aerial Attack wrote:A possible solution would require a new "territory (MissedTurn)" be added to ALL maps. Making it a territory would eliminate the ability to reinforce multiple locations. Another potential problem might be that when you are only able to fortify from territories with at least 2 armies to other connected territories.
Territory MissedTurn would need to be connected to every territory, unable to be fortified to/attacked from/attacked to, and able to fortify down to 0 armies (or always have 1+ armies). The number of "extra" armies received (pre-turn status [multiplied bonus minus initial bonus] or post-attack status [multiplied armies]) probably depends on the way in which fortifications are implemented (or how much extra effort it would take to pass that variable along).
Iainarm wrote:I think we should keep it how it is. You don't get anymore armies for missing your turn than you do for taking it. Sometimes you get less than you would if you took your turn anyway. I don't see why people have such a problem with this.
B Mac Attack wrote:So, just checking, is there really no one besides me and Derwidle who believes that getting your armies multiplied for turns you missed is ridiculous? I think that if you miss your turn it's your fault and have no one to blame for it but yourself. There's no reason why you should be afforded a chance to greatly rebuild what you've lost by getting your armies multiplied. Thoughts?
Aerial Attack wrote:mach wrote:This is an OK solution in games with unlimited fortification, but a terrible idea for games with limited fortification.
A possible solution would require a new "territory (MissedTurn)" be added to ALL maps. Making it a territory would eliminate the ability to reinforce multiple locations. Another potential problem might be that when you are only able to fortify from territories with at least 2 armies to other connected territories.
FWBunny wrote:In my opinion, for the first turn you miss, you should have no armies deducted (as per usual). From that point onwards, you should have 50% of your armies deducted (for that turn, rounded up). If you miss a turn worth three armies, you get to place five next round instead of six. If you miss a turn worth twenty armies, you get to place thirty instead of forty.
This allows some leeway for peoples' internet connection/computers crashing/acts of god/whatever, while stopping it from becoming an overused strategy
FWBunny wrote:Instead of being restricted to the place where he placed the three armies last turn, he can place his six armies wherever he now chooses....
In my opinion, for the first turn you miss, you should have no armies deducted (as per usual).
Burning Star IV wrote:B Mac Attack wrote:
I think that the armies should be randomly distributed throughout any of the territories the turn-missing player has under his control at the end of his 24-hour period. This would make sure that the armies are not lost, necessarily, but the player cannot rely on turn-missing as a strategy.
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