Here are the details.
When you create a game, there is now a tick box to ask for 1st turn NMR protection. Ticking this box will maek the game reset on teh first turn if someone NMRs. That is, the NMRing player(s) will be surrendered (-1 points for them) and the game will go back to waiting for players until it fills up again.
If this box is not ticked, the game will proceed as previously - that is, if there are NMRs in the first turn, the game will continue regardless.
In addition, any game that has ALREADY been created will now be equivalent to NOT having ticked the NMR protect box. The ONLY games that will benefit from NMR protect are those created with the NMR protect box ticked.
iamgraef wrote:Would it be possible to detect an NMR and pause the orders from processing? Then, a Public Press can announce something like "France did not enter orders - user has surrendered/been booted, waiting for replacement player to join" The replacement player who joins would then be able to enter in legit moves for this season, and the game could continue without too much harm done. I'd think most players wouldn't mind a small delay in order results (to find a replacement) if it meant that one country's NMR wouldn't taint the game nearly as badly.
That is effectively what the NMR prrotect does. The only difference is that instead of the game staying for ever in Turn 1 waiting for a player, it goes back to waiting for players. The reason is that there is no way to tell how long it would have to wait, and if we left the game in Turn 1 while it was waiting, we would not know what to set the new expiry date to. Then we would also have the problem that if a player NMRs, if we leave the game in Turn 1 then no-one else can get away without penalty and may be stuck with that game frozen in their game list for a long time, waiting for a replacement. The way it is today, if a player gets tired of waiting they can just unsubscribe to the game and walk away.