Automatically remove trapped players
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PLAYER57832
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Re: Automatically eliminate trapped players
Maybe this could be an exception to the "no resign" button or something along the lines of "vote for draw" , where this one person can leave if the others agree.
As a premium, this would not bother me too much, but I can definitely see where it would be very frustrating for non-premiums.
As a premium, this would not bother me too much, but I can definitely see where it would be very frustrating for non-premiums.
- samuelc812
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Re: Automatically eliminate trapped players
I don't understand why not just eliminate them yourself
instead of getting the game to do it for you
Very confusing
Or tell the other players in game chat to eliminate you if you have cards they will want to eliminate you 
- sully800
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Re: Automatically eliminate trapped players
And what if you don't have cards? What if its flat rate or no cards? If there are multiple players in the game, the dominant strategy will almost always be to kill everyone else first, and then go after the trapped player. That's why trapped players are usually left alone, because they are no threat.samuelc812 wrote:I don't understand why not just eliminate them yourselfinstead of getting the game to do it for you
Very confusing
Or tell the other players in game chat to eliminate you if you have cards they will want to eliminate you
I don't think the player should be kicked automatically. They still have a possibility of winning from the trapped country if everyone else deadbeats. This becomes more likely if they have amassed a large number of troops, which is fairly common. Instead, I like Yeti's suggestion that the game engine autodeploy the player's troops. Perhaps we could specify in the XML where the autodeploy occurs when trapped, or maybe it should just be done randomly. But with this feature you would actually have to attack the trapped player to get their points in terminator, as it should be. And if everyone but the trapped player deadbeats, the trapped player still wins the game.
For everyone who says they don't want to delay the game when trapped, you are fooling yourself. If you deadbeat that is 72 hours wasted. If you play 100 rounds from the trapped position you are likely delaying the game by 400-600 hours or more. I understand that you don't want to deadbeat in fear of neg ratings or neg attendance. And I understand that you might want to hang in for the slimmest chance at a win....but playing so as to not delay the game is illogical, in most cases you are making it worse. The comp auto-deploy would solve this problem because there would be no waiting for the trapped player any more.
- Winged Cat
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Re: Automatically eliminate trapped players
It ruled out Waterloo type from the beginning. But, sure, done.cicero wrote:Winged Cat, in the light of discussion to date, is it worth updating your first post to clearly specify what kinds of traps would lead to automatic elimination ? (You seem to have ruled out Waterloo type for example.)
Thinking about the autodeploy...I don't think that would be the best option after all. If they're trapped and ignored, then they build up a large army that can do nothing but defend, making their space(s) take a long time to be cracked. This can degrade the game for the remaining players as well. Though it might be an option for team games.
Likewise, "deadbeat" is not a good solution: what if player A really meant to eliminate player B, but player B has two territories left, one of which is trapped, and the other of which player A must go through first? In that case, player A takes the non-trapped territory, and player B immediately goes deadbeat, denying player A the elimination (which can be an issue when cards or terminator games are involved).
That is unlikely enough to be practically impossible. Also, it encourages people to encourage or work towards a certain thing (deadbeating) which CC does NOT desire under any circumstance.sully800 wrote:I don't think the player should be kicked automatically. They still have a possibility of winning from the trapped country if everyone else deadbeats.
Part of the point of this suggestion is that works without specific support in the XML. Otherwise, existing maps would have to have this added, and future maps would have to be checked for that (which would not a bad thing in and of itself, IMO, since it would discourage ill-thought-out trap situations, but it would be added work). I've noted that in the first post's update.sully800 wrote:Perhaps we could specify in the XML where the autodeploy occurs when trapped
- sully800
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Re: Automatically remove trapped players
Yeah, I agree that adjusting the XML is probably not a great solution since it would require additional work in maps. It's just a possibility.
I know you said it's unlikely for everyone to deadbeat, but you really only need one person. Player A kills everyone on the map except Player B who is trapped but has 10,000 armies. Player A then tries to eliminate Player B but deadbeats before it happens, so Player B wins.
This still may seem unlikely, but it has happened before. I've seen escalating games where a player conquered the map, and then left one territory for one player. The player was not exactly trapped, but they were facing hundreds of armies with no chance at getting a card and therefore no chance at winning...right? Well the tormentor in this situation ended up deadbeating after a few rounds so the trapped player with one army won the game, all for being patient. Mostly though, I suggest the autodeploy because I'm thinking about the terminator consequences. You shouldn't get points in terminator unless you eliminate the trapped player, and that person's armies should be allowed to keep growing until you eliminate them.
That's exactly why I think autodeploy should happen. If a player is trapped they can only win by waiting and deploying. It makes sense for the computer to do this for them so as to not delay the game. If other players then choose to ignore the trapped player, it will indeed take a long time to crack him/her...which increases the chances that everyone else deadbeats.Thinking about the autodeploy...I don't think that would be the best option after all. If they're trapped and ignored, then they build up a large army that can do nothing but defend, making their space(s) take a long time to be cracked. This can degrade the game for the remaining players as well.
I know you said it's unlikely for everyone to deadbeat, but you really only need one person. Player A kills everyone on the map except Player B who is trapped but has 10,000 armies. Player A then tries to eliminate Player B but deadbeats before it happens, so Player B wins.
This still may seem unlikely, but it has happened before. I've seen escalating games where a player conquered the map, and then left one territory for one player. The player was not exactly trapped, but they were facing hundreds of armies with no chance at getting a card and therefore no chance at winning...right? Well the tormentor in this situation ended up deadbeating after a few rounds so the trapped player with one army won the game, all for being patient. Mostly though, I suggest the autodeploy because I'm thinking about the terminator consequences. You shouldn't get points in terminator unless you eliminate the trapped player, and that person's armies should be allowed to keep growing until you eliminate them.
Re: Automatically eliminate trapped players
Just to point out - the fact that there are traps in these maps is actually part of the maps design.Winged Cat wrote:since it would discourage ill-thought-out trap situations
C.

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- happy2seeyou
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Re: Automatically remove trapped players
People that are trapped can still win a game. If the other players in the game happen to deadbeat. I don't think their game should automatically be over.
Re: Automatically remove trapped players
I do not like the suggestion, but if it were to be implemented, I would like it to be similar to a deadbeat situation. This solves all the problems with terminator and standard (and maybe assassin, since someone else would get the target). In team games, the territory would revert to a teammate too, wouldn't it?
Re: Automatically remove trapped players
NOOOOOOooooo - This is so wrong.lancehoch wrote:I do not like the suggestion, but if it were to be implemented, I would like it to be similar to a deadbeat situation. This solves all the problems with terminator and standard (and maybe assassin, since someone else would get the target). In team games, the territory would revert to a teammate too, wouldn't it?
Teammates could be protecting the trapped player - remember those extra 3 armies a round could make all the difference...
C.

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Re: Automatically remove trapped players
yeti, that is why I said I do not like the suggestion. I really do not, but there are worse ways to implement the suggestion, I was just giving the lesser of the bad ideas.
Re: Automatically remove trapped players
In some tournaments, the order that you are eliminated in is important, so I would not support this suggestion. If I can survive to the top 3 and continue on in the tourney, I might let myself be trapped.
High score 09/20/08
227 kingpin01 2502 601 214 (36%)
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- Winged Cat
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Re: Automatically remove trapped players
sully800 wrote:I know you said it's unlikely for everyone to deadbeat
It is unlikely, and relying on deadbeats is (as I understand CC's intent) loathsome enough that the perception of odds should be skewed away from that solution.sully800 wrote:This still may seem unlikely, but it has happened before.
Just because it can and/or does happen, does not mean it should be encouraged, or even hoped for.
That's why I said "ill-thought-out".yeti_c wrote:Just to point out - the fact that there are traps in these maps is actually part of the maps design.Winged Cat wrote:since it would discourage ill-thought-out trap situations
I would view that as a bug, honestly. If you're no longer able to affect the game (including by deploying onto teammates, in team games), you shouldn't get credit for a second or third place win.kingpin01 wrote:In some tournaments, the order that you are eliminated in is important, so I would not support this suggestion. If I can survive to the top 3 and continue on in the tourney, I might let myself be trapped.
Nope. I say again: what if player A is attacking player B, and means to eliminate player B, but must take player B's last non-trapped territory before getting at player B's last territory (which is trapped)? This would thoroughly foul such a situation.lancehoch wrote:I do not like the suggestion, but if it were to be implemented, I would like it to be similar to a deadbeat situation. This solves all the problems with terminator and standard (and maybe assassin, since someone else would get the target).
Re: Automatically remove trapped players
I assume that the coding would only be evaluated at the beginning of the trapped players turn...Winged Cat wrote:Nope. I say again: what if player A is attacking player B, and means to eliminate player B, but must take player B's last non-trapped territory before getting at player B's last territory (which is trapped)? This would thoroughly foul such a situation.
I still think that an auto deploying feature would be the best for non team games. - For team games - the trapped player should be able to carry on.
C.

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- BENJIKAT IS DEAD
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Re: Automatically remove trapped players
I think that this new feature is ending up with so many exceptions as to render it unrequired, IMO.
Currently it only applies to a single territory on each of 2 maps and a handful on a 3rd.
Currently it only applies to a single territory on each of 2 maps and a handful on a 3rd.

- Winged Cat
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Re: Automatically remove trapped players
I was thinking it would be evaluated immediately upon territory capture - but "at the beginning of the trapped player's turn" might make sense, too. Mods (or whoever would be coding this), what do you think?yeti_c wrote:I assume that the coding would only be evaluated at the beginning of the trapped players turn...
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blakebowling
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Re: Automatically remove trapped players
I personally don't like it (I may have said this before, but it has changed, so I'm stating that I still don't like it)
Coding this shouldn't be too hard though, just use territories that have no borders (listed in XML file)
Coding this shouldn't be too hard though, just use territories that have no borders (listed in XML file)
Re: Automatically remove trapped players
And No Bombardments... (Artillery in Waterloo have no borders - but do have bombardments)blakebowling wrote:I personally don't like it (I may have said this before, but it has changed, so I'm stating that I still don't like it)
Coding this shouldn't be too hard though, just use territories that have no borders (listed in XML file)
C.

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- Winged Cat
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Re: Automatically remove trapped players
So...with no further comments on this in a while, does this look like something worth doing, devs?
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Jeff Hardy
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Re: Automatically remove trapped players
could someone give me an example of being "trapped"
ive never seen it before
ive never seen it before
Re: Automatically remove trapped players
Jeff, they are talking about territories like Alcatraz on the San Francisco map. The territory cannot attack or bombard anything. If that is your last territory, you cannot win unless everyone else deadbeats.
Re: Automatically remove trapped players
BENJIKAT IS DEAD wrote:I think that this new feature is ending up with so many exceptions as to render it unrequired, IMO.
Currently it only applies to a single territory on each of 2 maps and a handful on a 3rd.

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