I am playing a game where a quite unfortunate player has run himself down to zero deployment and all 1's on his land, so he can do nothing on his turns. This is quite annoying for players, and if you have to participate in that game for several more turns or so it will be inconvenient to have to continue playing them.
Specifics/Details:
Upon reaching this condition of being unable to win, either auto eliminate the player, OR force them to skip their turns so that they are not expected to play a turn they cannot do anything on. If someone else undoes the condition that gave them 0 deployment, their ability to play in that particular game is restored.
How this will benefit the site and/or other comments:
No more having to click on a game to play one that is literally impossible to win.
More importantly, this will make the game go faster, since the player who can't make any moves does not have to play his turn, so the game continues without people having to wait for him, or him EVEN missing a turn in frustration.
I am playing a game where a quite unfortunate player has run himself down to zero deployment and all 1's on his land, so he can do nothing on his turns. This is quite annoying for players, and if you have to participate in that game for several more turns or so it will be inconvenient to have to continue playing them.
Specifics/Details:
Upon reaching this condition of being unable to win, either auto eliminate the player, OR force them to skip their turns so that they are not expected to play a turn they cannot do anything on. If someone else undoes the condition that gave them 0 deployment, their ability to play in that particular game is restored.
How this will benefit the site and/or other comments:
No more having to click on a game to play one that is literally impossible to win.
More importantly, this will make the game go faster, since the player who can't make any moves does not have to play his turn, so the game continues without people having to wait for him, or him EVEN missing a turn in frustration.
Which map doesn't give a basic "3 armies regardless"?
...I prefer a man who will burn the flag and then wrap himself in the Constitution to a man who will burn the Constitution and then wrap himself in the flag.
Woodruff wrote:Which map doesn't give a basic "3 armies regardless"?
It's a Conquer Man game, where the player in question has 4 aliens.
The chances of this occurring is so low that's it's not even worth considering.
Plus, players are going to have to attack those aliens eventually. While his chances of coming back are slim, there's still a possibility of getting reinforcements again.
Woodruff wrote:Which map doesn't give a basic "3 armies regardless"?
It's a Conquer Man game, where the player in question has 4 aliens.
Ah, I hadn't considered that. Clearly, a strategerizing genius.
Last edited by Woodruff on Tue Aug 03, 2010 10:45 pm, edited 1 time in total.
...I prefer a man who will burn the flag and then wrap himself in the Constitution to a man who will burn the Constitution and then wrap himself in the flag.
San Francisco also has a no-possible-action state if all of a player's regions have been eliminated with the exception of Alcatraz. I have seen it happen in one game, until the guy finally apologized and skipped 3 turns since he was freemium.
Waterloo has a similarly hopeless, though not actionless, situation if a player ends up in only artillery regions.
I think it would be kinda cool if the system could check to see if a player will have no choices on their turn, and if so, automatically make all of those choices for the player. So, when a new turn comes up, check to see if there is one or less positions to deploy on, and no possible attacks, and no possible reinforcements - if so, execute the turn automatically and move on.
Either that, or dare-I-bring-up the oft fought over forfeit button? Make it to where that is only an option in a scenario where no actions are possible anymore, so that a player can choose to drop the game if it is impossible to complete any more actions.
It would be nice to avoid waiting for 24 hours (causal) or 5 minutes (speed) for a player to take his turn when he has ZERO to deploy. However, in the current scenario, is that player prevented from a fortification move? Would seem unfair to prevent them from receiving their fortification move, especially in team games.
One potential issue with this is cards, a player with zero deploy could still have cards that are valuable to other players in the game. Additionally, they could hold a set of cards and have the potential to cash, while having zero deploy.
If you were to say auto eliminate a player who wasn't dead, this would be unfair to other players. They might lose an opportunity to gain his points in a terminator game, or something like that.
If you were to skip the player's turn, you would also have to check for zero cards. Additionally in the case of a freestyle team game, if skipping the player's turn counted as him taking his turn, this would give an advantage to the other team. They could play last, he would count as going, and then they would have the opportunity to go again.
It can be frustrating to be in a game where you have no chance of winning, but i see this suggestion possibly causing a lot of issues.