What do you think about getting rid of resign/autoresign?

Strategy, feedback, or anything SUBTERFUGE-related

  • Just curious, how long does it take for someone to get auto-resigned? I dont think there are many options other than auto-resigning. Rather than having one neighbor know his neighbor hasn't been active for over 28 hours and he can take advantage, I would rather everyone be told that his territory is up for grabs.
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  • It takes 48 hours for an auto-resignation. However, take into consideration that it's 48hours from logging into that specific game. For instance, if I'm in 3 games and in game 1, I don't log into it for 48 hours but I play game 2 and 3 regularly. I will auto resign Game 1 after 48 hours of inactivity but in the actual game time in game 1 next to my name in the intelligence panel, it could say I logged in 1 minute ago. (Which is global login, not game specific)
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  • For l1 clearance allow them to play up to 3 games or so.
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  • llm99 wrote:For l1 clearance allow them to play up to 3 games or so.


    Okay what? Last I checked L1 was only allowed 1 game at a time.
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  • nojo34 wrote:
    llm99 wrote:For l1 clearance allow them to play up to 3 games or so.


    Okay what? Last I checked L1 was only allowed 1 game at a time.

    He means he wants for L1's to be able to play more games as well NoJo.
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  • I think autoresigned people's outposts should be blown up just like a martyr does. That way, the outposts will not boost cap, prod or mining, but will still be a place to capture and station drillers. Their specialists will be inaccessible, and their outposts will not give too much of an advantage, since doesn't boost driller cap, production or mining and with no shields very vulnerable but it will avoid problems of having huge gaps in their map which I hate in world generation.
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    whos sayin
     
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  • whos sayin wrote:I think autoresigned people's outposts should be blown up just like a martyr doe.

    I 100% agree with that. But a eliminated players bases an specs are free game.
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    nojo34
     
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  • nojo34 wrote:
    whos sayin wrote:I think autoresigned people's outposts should be blown up just like a martyr doe.

    I 100% agree with that. But a eliminated players bases an specs are free game.

    Ah heck, let's argue. That is, no offence, pretty dumb. All it really does is create a wasteland of outposts. No new drillers, no cap. Having two players on either side of it wanting to battle, it creates a terrible no mans land. Yes, the outposts continue to create drillers, and can eventually be not worth the effort to try to take them. Then they just make a safe border. Anyway, I felt like arguing with nojo just for the heck of it ;) :lol:
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  • mathwhiz9 wrote:Ah heck, let's argue. That is, no offence, pretty dumb. All it really does is create a wasteland of outposts. No new drillers, no cap. Having two players on either side of it wanting to battle, it creates a terrible no mans land. Yes, the outposts continue to create drillers, and can eventually be not worth the effort to try to take them. Then they just make a safe border.


    I mean, I see your point. Having two players "usable" bases spread far apart would make combat harder, and not to mention slower (we all know the last thing subterfuge needs is to move slower)

    My argument is better explained with pictures (AKA drawings i made in Microsoft paint in 10 seconds)
    auto.png
    auto.png (4.99 KiB) Viewed 3765 times


    Here we have diagram of a game of subterfuge. Three players: Orange, Green, and Blue. (The other 5 players are stuck in there own fight, so ignore them.) Green Auto-resigns day 2 after taking his neutral bases closest to him.

    ideally, Orange and Blue would be able to sweep up 3-5 extra bases, putting them at a distinct advantage early game. They would be able to fight it out normally, or notice they are most likely ahead of everyone and team up and crush people. (I know this is exaggerated, but its to make a point.)

    Though normally the factories pile up with 70-80 drills and the shields strengthen so less bases are captured early game and Blue and Orange don't have a noticeable advantage. This also creates a sort of "buffer zone" the wasteland math was talking about, but smaller. (This is important, ill talk about it later.)

    buffer.png
    buffer.png (5.15 KiB) Viewed 3765 times

    (Grey is the "buffer zone" i talk about. All bases within it are blow up like a martyr.)

    With (Sorry i forget your name) idea of having Auto-resigning players bases become blow up like a martyr, it is a different story. There is now a 10 base "Buffer zone" in between Orange and Blue. If they decide to attack each other it would be extremely slow passed. No player really gaining ground on the other because the factories are days away. What Orange and Blue should do is just ignore each other, and use the buffer zone as a free border they don't have to worry about.

    After thinking it out i realized the way it is now is probably best....


    mathwhiz9 wrote: Anyway, I felt like arguing with nojo just for the heck of it ;) :lol:


    And this is what i have to say about that:
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    nojo34
     
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  • 43ojon wrote:and this is what I have to say about that

    You truly do have a comic for every situation, don't you.
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