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[GP] Surrender/Resign/Forfeit Button

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Postby Optimus Prime on Mon Oct 22, 2007 2:32 pm

All that matters is the WIN! 8)
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Postby Peaceful Warrior on Mon Oct 22, 2007 2:41 pm

winning is indeed nice... but id rather just have fun. I demand my money's worth!!! :lol:
There is no such thing as good or evil... only thinking makes it so.
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Postby Coleman on Mon Oct 22, 2007 2:44 pm

What are desires that will get you ignore listed?

I'll take lame things noobs want for 600 Alex!
Warning: You may be reading a really old topic.
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Postby gopher897 on Mon Oct 22, 2007 4:22 pm

but if people can't forfit they tend to just stop playing. and gthe game is delayed 15 min. before they get dropped. All I'm saying is that there should be a way for people to bow out in a more respectfull manner to the remaining players. As far as the cards go.. if they forfit thier armies become nutral and whom ever kills all the nutral could get the cards.
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Postby Herakilla on Mon Oct 22, 2007 5:27 pm

gopher897 wrote:but if people can't forfit they tend to just stop playing. and gthe game is delayed 15 min. before they get dropped. All I'm saying is that there should be a way for people to bow out in a more respectfull manner to the remaining players. As far as the cards go.. if they forfit thier armies become nutral and whom ever kills all the nutral could get the cards.


omg thats ONLY for speed games.... ugh
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Postby Herakilla on Mon Oct 22, 2007 5:27 pm

Peaceful Warrior wrote:actually, more than that...


i said "SO FAR"
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sad truth

Postby Piestar on Mon Oct 22, 2007 5:31 pm

I will admit, I like the idea of allowing an unhappy player to step out of the game, but I am also aware that it is simply not feasible...

Think about it, there are really only two options, (1) the person who surrenders gets to keep his points, or (2) the player who forfeits gives points away.

With the first, players who strive to win would lose out.

With the second, people would generate faux games, simply to give points away, then quit, re-join CC, and do it all over again.

Sad, but simple truth...
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Resign Button

Postby Tayner on Sat Oct 27, 2007 4:17 pm

Sometimes, there's just no hope. A resign button would be nice. Or for people that have to drop out of a game for whatever reason, a way for them to quit without deadbeating out for 3 rounds.
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Postby firth4eva on Sat Oct 27, 2007 4:21 pm

Then i can make 10 accounts join games with them all and click resign and rake in the points.
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Postby baianosafado on Sat Oct 27, 2007 4:39 pm

I think that this is a great idea, except for in games where points are given for conquering players.
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Postby s.xkitten on Sat Oct 27, 2007 4:42 pm

been put in play, it was abused, it was removed, its been rejected multiple times...


check the to do list before you post please
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Disappointed - Why can't we have these?

Postby PhoenixSF on Sat Nov 24, 2007 11:43 pm

Rejected Gameplay

1) Auto-Kick When Missed Turns Are Not Consecutive
2) Bring Back 'Surrender' Button
3) Exchange Countries Between Team Mates
4) Flexible Alliance
5) Fortify Through Team Members
6) Trade Cards
7) Unlimited Adjacent Fortification

These options would add a lot to the site/game!
Why were they rejected?
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Postby Fire Mario on Sat Nov 24, 2007 11:53 pm

What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.

Long story short, it wasts time.

I wouldn't mind the fortify through teammates though.
Last edited by Fire Mario on Sat Nov 24, 2007 11:55 pm, edited 1 time in total.
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Postby Anarkistsdream on Sat Nov 24, 2007 11:54 pm

Auto Kick.
virus90 wrote: I think Anarkist is a valuable asset to any game.
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Postby soundout9 on Sat Nov 24, 2007 11:55 pm

No those options would not. Some if not all of those would be abused and they dont make gameplay as smooth as it could be.

Surrender is the only one that I could be a used but people would abuse that and thats probly why it got taken off.
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Postby PhoenixSF on Sun Nov 25, 2007 12:02 am

[quote="Fire Mario"]What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.

I should clarify: i was thinking armies that had been 'fortified' would somehow be locked until next turn.

Actually, i would prefer an option to have up to say six adjacent fortifications. Six because even in large maps (with the possible exception of World 2.1) this would enable you move most of your dormant/useless armies to the front line but you would still need to be strategic about which ones.

Your thoughts?
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Postby soundout9 on Sun Nov 25, 2007 12:04 am

PhoenixSF wrote:
Fire Mario wrote:What is the point of Unlimited Adjacent Fortification? It is basically the same as unlimited fortification except it takes longer to move the troops.


I should clarify: i was thinking armies that had been 'fortified' would somehow be locked until next turn.

Actually, i would prefer an option to have up to say six adjacent fortifications. Six because even in large maps (with the possible exception of World 2.1) this would enable you move most of your dormant/useless armies to the front line but you would still need to be strategic about which ones.

Your thoughts?

Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort
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Postby PhoenixSF on Sun Nov 25, 2007 12:14 am

[quote="soundout9"]Some if not all of those would be abused and they dont make gameplay as smooth as it could be.

I guess i can imagine that some people would look to abuse such options, but i confess 'how' and 'why' still eludes me.

Point taken tho' - so far as i understand it.
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Postby Anarkistsdream on Sun Nov 25, 2007 12:16 am

For the love of Christ, learn how to quote!
virus90 wrote: I think Anarkist is a valuable asset to any game.
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Postby PhoenixSF on Sun Nov 25, 2007 12:17 am

soundout9 wrote:Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort


Not at all. It provides for a middle ground between flexibility and the need for strategy.
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Postby Anarkistsdream on Sun Nov 25, 2007 12:18 am

YAY!
virus90 wrote: I think Anarkist is a valuable asset to any game.
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Postby Strife on Sun Nov 25, 2007 12:26 am

Unlimited Adjacent wouldn't work. It's either one or the other. If you can unlimitedly(that a word?) GO form adjacent spot to adjacent spot you will be able to go anywhere, it would just take longer. Unlimited offers this to you with less time consuming ways. ;)
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Postby soundout9 on Sun Nov 25, 2007 12:32 am

PhoenixSF wrote:
soundout9 wrote:Thats just pointless. The point of adjecent forts is so you to add some stratgy to where and when to attack/fort


Not at all. It provides for a middle ground between flexibility and the need for strategy.

You cant really have a middle ground for all maps. if you had 6 forts for doodle earth and 6 for world 2.1. in doodle earth thats bassicly unlimited and world 2.1 thats bassicly just one fort.

When it all comes down to is lack has said no and he is not going to change his desiscion because either he does not think it is in the best interest of the site or there is too much coding to do or just not very popular with the general public
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Postby ParadiceCity9 on Sun Nov 25, 2007 2:02 am

Fortify Through Teammates :D :D
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Postby PhoenixSF on Mon Nov 26, 2007 2:26 am

soundout9 wrote:
PhoenixSF wrote:Not at all. It provides for a middle ground between flexibility and the need for strategy.

You cant really have a middle ground for all maps. if you had 6 forts for doodle earth and 6 for world 2.1. in doodle earth thats bassicly unlimited and world 2.1 thats bassicly just one fort.

When it all comes down to is lack has said no and he is not going to change his desiscion because either he does not think it is in the best interest of the site or there is too much coding to do or just not very popular with the general public


I can see i should have been more specific in my initial clarification. I was thinking that the game option would be in the form of a drop down box or similar which allowed the host to choose the number of adjacent fortifications allowed (up to say 6). Logically, smaller maps would need less to meet the middle ground as you say.

To be honest tho', i'm not losing any sleep over it. I just thought it would add to the gameplay.
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