Auto surrender changes after 3 successive NMRs

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Auto surrender changes after 3 successive NMRs

Postby super_dipsy » 23 Jan 2011, 16:44

There have been many requests to speed up the surrendering of countries who fail to submit orders (NMR). The previous limit was nominally 4, and Avalanche has decided that this limit should be reduced to 3. So from now on, the general rule is a player will be automaticallly surrendered and removed from the game after 3 successive missed order sets. The only excpetion at the moment is that initially a player NMRing from the very first move (in other words never making any orders) will actually still survive for 4 NMRs before being surrendered. However new games created following the fix going live will enforce this limit also at 3, so there will be consistency in all situations.

To avoid confuusion, a few clarifications may be in order.

When the third consecutive failure to submit orders occurs, the player will be surrendered IN THAT PHASE (and of course lose 1 point in a ranked game). There will not be any opportunity to sneak in with maybe a Build order and get back into the game.

It is submitting orders (or failing to, actually) that count here - Retreat/Build phases are irrelevant to the counting of 3. So for example, a player missing S02, F02, S03 will be surrendered after the S03 orders have processed, regardless of whether there are any Retreat or Build phases in these years.

The 'migration' issue means that for a game already started, a player who does not support any orders in S01, F01, S0 and F02 will be surrendered in F02. This is exactly the same as a player who enters orders in S01 but never after that. However all new games created will surrender the first example player at the end of S02.

I realize there are still discussions in the suggestions forum and elsewhere about special measures for NMRs in S01, but so far there has been no decision taken on what to do about this, so for the moment 3 NMRS will be the standard trigger for surrender.
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Re: Auto surrender changes after 3 successive NMRs

Postby Custer » 23 Jan 2011, 17:22

Bravo! Good deal! ;)
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Re: Auto surrender changes after 3 successive NMRs

Postby nemo5 » 23 Jan 2011, 17:58

Awesome it will help with people who do nmrs :mrgreen: :mrgreen:
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Re: Auto surrender changes after 3 successive NMRs

Postby slippydippy » 23 Jan 2011, 19:03

All in favour.
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Re: Auto surrender changes after 3 successive NMRs

Postby SidneyKidney » 23 Jan 2011, 19:39

Question: lets say Austria is the NMR'er.

Spriong 01- NMR
Fall 01- NMR
Fall 01 Retreat- NMR (where Austria is required to retreat)
Fall 01 Build- NMR (where Austria is required to disband)

Does this mean Austria is auto-surrendered after one year?
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Re: Auto surrender changes after 3 successive NMRs

Postby super_dipsy » 23 Jan 2011, 21:04

No

super_dipsy wrote:It is submitting orders (or failing to, actually) that count here - Retreat/Build phases are irrelevant to the counting of 3. So for example, a player missing S02, F02, S03 will be surrendered after the S03 orders have processed, regardless of whether there are any Retreat or Build phases in these years.
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Re: Auto surrender changes after 3 successive NMRs

Postby SidneyKidney » 23 Jan 2011, 23:24

Oh.

OK.
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Re: Auto surrender changes after 3 successive NMRs

Postby super_dipsy » 24 Jan 2011, 07:33

:)
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Re: Auto surrender changes after 3 successive NMRs

Postby rick.leeds » 24 Jan 2011, 14:05

:D

Only movement phases are counted.
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Re: Auto surrender changes after 3 successive NMRs

Postby iShine » 28 Jan 2011, 00:59

It's certainly an improvment, but it's still horrendously long.

By then the NMR'ing country would have been devoured, thus making the game unfair.

Why not just make it 3 successive phases of ANY type, not just the moves?
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