My point was only for impossible attacks (statistically and realistically) and although Hoodlum put up a good suggestion to combat it with the penalty of all of the lost points to the perpetrator, it is unfair to new players who don't understand what they should have done as well as for borderline cases where, statistically there's a chance of success, but realistically there would be no chance of continuing to win the game.
That's why I just suggested a warning to remove the "Blinkers" for a second and make a player reconsider the implications.
I know that the stalwart game-ruiners and the foolhardy will still go ahead and make the move, but perhaps it will shock one or two players to discover that their perception of a chance and the reality of 0% chance, may make them reconsider.
As for punishment for ruining a Capitals game, I think the loss of an extra 40 points by the perpetrator would be a good deterrent, especially if a warning appeared on screen before you could hit the attack button.
Not enough attack troops, this will cost you an extra 40 battle points if you continue.
The only thing I can see as a fix is
prevention... the program would have to
automatically blocked any attack with less than 30% chance of success and state;
or
Attacking Troops Not Sufficient
and give a warning for any attacks between 31% & 51% as;
Are you sure? This attack has little chance of success and may ruin the game.
This automated block / warning should deactivate once there are only two players in the game.
However, everything suggested, affects something else.
For example; the ability to reduce a Capital strength enough for you to kill with a trade next turn, but not enough for the 3rd player to kill first.
Team 2p v 2p which has the same strategy as 1p v 1p.
My point was only for impossible attacks (statistically and realistically) and although Hoodlum put up a good suggestion to combat it with the penalty of all of the lost points to the perpetrator, it is unfair to new players who don't understand what they should have done as well as for borderline cases where, statistically there's a chance of success, but realistically there would be no chance of continuing to win the game.
That's why I just suggested a warning to remove the "Blinkers" for a second and make a player reconsider the implications.
I know that the stalwart game-ruiners and the foolhardy will still go ahead and make the move, but perhaps it will shock one or two players to discover that their perception of a chance and the reality of 0% chance, may make them reconsider.
As for punishment for ruining a Capitals game, I think the loss of an extra 40 points by the perpetrator would be a good deterrent, especially if a warning appeared on screen before you could hit the attack button.
[quote][b]Not enough attack troops, this will cost you an extra 40 battle points if you continue.[/b][/quote]
The only thing I can see as a fix is [b]prevention[/b]... the program would have to [b]automatically blocked[/b] any attack with less than 30% chance of success and state;
[quote]Attack Not Feasible[/quote]
or
[quote]Attacking Troops Not Sufficient[/quote]
and give a warning for any attacks between 31% & 51% as;
[quote]Are you sure? This attack has little chance of success and may ruin the game.[/quote]
This automated block / warning should deactivate once there are only two players in the game.
However, everything suggested, affects something else.
For example; the ability to reduce a Capital strength enough for you to kill with a trade next turn, but not enough for the 3rd player to kill first.
Team 2p v 2p which has the same strategy as 1p v 1p.