.take and .give
Moderator: Moderators
.take and .give
the other day I was playing a free for all game with four players. One of the players had to leave early. Without my knowing, my neighbour got all the units of the player who left. So I lost the game because my neighbour controlled two times more units and resources than I did.
I think this is not fair. It ruined a game that was close at first. I think .take and .give should ONLY work when the leaving player is an ally, not an opponent. And when a player leaves without giving his/her units to another allied player, they should self destruct or be controlled by an AI.
What do you think?
I think this is not fair. It ruined a game that was close at first. I think .take and .give should ONLY work when the leaving player is an ally, not an opponent. And when a player leaves without giving his/her units to another allied player, they should self destruct or be controlled by an AI.
What do you think?
Really though, any giving away of units from a player to an unallied other player should be a .cheat only feature. Otherwise it kinda ruins the game for the remaining alliances.neddiedrow wrote:It's an issue with the decision of the leaving player, not the .take command.
That said, I have, as a spec, made the host (Who shares the colour and numbers of the spec) .take the items of an ally who left.
the give to enemy feature is usefull when you build 50 metal makers, turn them on and give them to him. it is never used, but it should remain an option.
i think the answer is to make an ally default when h is pressed, and maby place the enemys in a different tab so that it requires attention to do, and cannot be done by mistake.
i think the answer is to make an ally default when h is pressed, and maby place the enemys in a different tab so that it requires attention to do, and cannot be done by mistake.