"This is stupid. The app should be like the board game whenever possible and you can break alliances in the board game at will."
Just my 2 cents. You cannot fully compare the board game to the computer game. When you are playing the board game, you know if 2 players are allied. You are right there with them.
You have no way of knowing if anyone is allied in the online game until it is too late.
Betraying an ally (breaking their continent) should result in the immediate reduction of all the traitor's territories on the board being reduced to one troop. Breaking an alliance needs to be made on your turn before their next turn to avoid this punishment. In addition, use the turncoat percentage. But keep all information in a big laid out second screen like before - the new layout installed today is garbage and makes the game unplayable. Get that stuff off the main screen! I cant see Australia. It slows the game down massively to check if you've reduced the other player to 11 with this new stupid format. Also add a Hurry Up! Button. If a player does not move within ten seconds for three turns in a row, they miss the next turn completely.
I clearly see that the conflict is just because of the players who like playing in different game modes. I mean War Fog, Alliances On/Off, Balanced or Random Dice. Any important new feature should be thought separately for each of these otherways someone like and others dislike new features.
I would love it if you could just add this in the filter option to disallow alliances. If I'm hosting a game, I would like to be able to dictate whether or not I want alliances to exist.
Let's just see how much the average person cares about the option to have alliances. I bet most would prefer the option to NOT have an alliance as an option i their games.
But if I'm wrong...well...I guess I won't be choosing the "No Alliance" option for very long if no one will join my games. But at the very least let's try it out and see what the consensus is.
alliance option = cheating
players if they know how to play is to attack the biggest player
plus the dice is not risky enough and more win/losses / roll needs to happen to stop easy steam rolling out payers
Team @ SMG
IDEA: The alliance request feature used in-game is updated to allow you to specify levels of commitment. At any point, a player can still break an alliance, but if he/she breaks the terms of the accepted level, this will count towards their public TURNCOAT statistic (the % of alliances that they've broken). The TURNCOAT stat will let other players know how trustworthy they are.
[NOTE: These levels are just suggestions. Feel free to suggest others or different approaches]
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