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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
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.)
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.
sully800 wrote:Perhaps we could specify in the XML where the autodeploy occurs when trapped
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.
Winged Cat wrote:since it would discourage ill-thought-out trap situations
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?
sully800 wrote:I know you said it's unlikely for everyone to deadbeat
sully800 wrote:This still may seem unlikely, but it has happened before.
yeti_c wrote:Winged Cat wrote:since it would discourage ill-thought-out trap situations
Just to point out - the fact that there are traps in these maps is actually part of the maps design.
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.
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).
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.
yeti_c wrote:I assume that the coding would only be evaluated at the beginning of the trapped players turn...
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)
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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