Quote:
llamabeast said:
Jazzepi - sorry you didn't like the decision. I agree it's a little questionable - still, at times when turns are critical, I think if possible the outcome should not be determined by players running out of time.
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Let me explain something. There were multiple mages (we're talking something like a dozen or so) patrolling a certain territory for multiple turns. When I attacked in the first instance of the host, those mages were still patrolling (as they were for several turns before my attack, verified by scouts that were constantly caught by the patrollers). Now, in the second instance, when the overwhelming force I brought to bear on that province was made clear, none of those mages were patrolling. However, the province where I attacked with a weaker army was heavily reinforced.
Shard did not make the deadline. You're punishing *me* for a mistake *he* made by giving him a chance to change his orders between battles after being given perfect information about my attacking armies.
I can't prove that those mages would still have been patrolling anymore than Shard can prove that they would have moved back, but it is awfully convenient that his forces withdrew from the stronger pairs of armies, and stayed in place against the weaker of the pairs.
I'm really questioning if I should even bother staying in these games if you're going to let people rehost after two large battles have occurred because of a mistake they made completely under their own control. You have TWO DAYS to take your turn. I'm playing Ermor, probably the largest and most micro intensive empire in the game ATM. I don't miss my turns, and when I do, believe me I've staled 4-5 times as R'yleh in BAG, I take responsibility for it.
Jazzepi