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Mr_Adams wrote:If, in a large speed game, there are more than 5 minutes left on the clock (such as in a turn where two or 3 kills are made, the clock should not be added to, if the time is already over 5 minutes.
This will improve the following aspects of the site:
Less time spent waiting in speed games where, after three kills, it becomes a waiting game again...
Metsfanmax wrote:I agree that this makes sense after a certain point; once you have 10 or 15 minutes to make your turn, adding extra time is probably unnecessary. That being said, the whole point of adding the time is just to ensure that a player has enough time to finish his turn. If the 15 minutes is too much, that will be evident in the fact that the player doesn't use all of the extra time. So there isn't much harm in giving the extra time, unless you think players will intentionally use all of the time when they don't need it, or if you think giving them more time to make their turn stretches their moves longer than they would have been.
Woodruff wrote:Metsfanmax wrote:I agree that this makes sense after a certain point; once you have 10 or 15 minutes to make your turn, adding extra time is probably unnecessary. That being said, the whole point of adding the time is just to ensure that a player has enough time to finish his turn. If the 15 minutes is too much, that will be evident in the fact that the player doesn't use all of the extra time. So there isn't much harm in giving the extra time, unless you think players will intentionally use all of the time when they don't need it, or if you think giving them more time to make their turn stretches their moves longer than they would have been.
Giving them more than the five minutes (at a single stretch) gives them a significant advantage, well over and above the addition of troops that they already get. It allows them far more time to determine their moves. This goes against the 5-minute constraint which is currently imposed on players in speed games. I have no problem with time being added to the individual when they capture cards...however, it should not exceed 5 minutes. So basically, I'm saying "top it up" to 5 minutes and proceed from there.
Mr_Adams wrote:No, i mean such as in escalating games, where if 2 people eliminate 2 other people, and then try to get the higher valued set by waiting until the last seconds of the round to cash, as often happens (Go play an 8 man classic esc).
And I mean don't add time if the clock already has 5 minutes on it. you canc clear the waterloo board in 3 minutes, generally speaking. 15 is not necessary.
Metsfanmax wrote:Woodruff wrote:Metsfanmax wrote:I agree that this makes sense after a certain point; once you have 10 or 15 minutes to make your turn, adding extra time is probably unnecessary. That being said, the whole point of adding the time is just to ensure that a player has enough time to finish his turn. If the 15 minutes is too much, that will be evident in the fact that the player doesn't use all of the extra time. So there isn't much harm in giving the extra time, unless you think players will intentionally use all of the time when they don't need it, or if you think giving them more time to make their turn stretches their moves longer than they would have been.
Giving them more than the five minutes (at a single stretch) gives them a significant advantage, well over and above the addition of troops that they already get. It allows them far more time to determine their moves. This goes against the 5-minute constraint which is currently imposed on players in speed games. I have no problem with time being added to the individual when they capture cards...however, it should not exceed 5 minutes. So basically, I'm saying "top it up" to 5 minutes and proceed from there.
I suppose I've never really considered that needing 5 minutes is actually necessary for strategizing your move. I can't imagine that this is true for any but the very largest maps. The extra time is just to make sure that you have time to make all the moves you actually need to make. Why top it off at 5 minutes? It's arbitrary to choose that.
karelpietertje wrote:If there is more than 2:30 minutes left when a kill is made, the added time should bring the clock to 5 minutes again.
Mr_Adams wrote:karelpietertje wrote:If there is more than 2:30 minutes left when a kill is made, the added time should bring the clock to 5 minutes again.
There you go, that's the simplest phrasing.
Mr_Adams wrote:No, i mean such as in escalating games, where if 2 people eliminate 2 other people, and then try to get the higher valued set by waiting until the last seconds of the round to cash, as often happens (Go play an 8 man classic esc).
And I mean don't add time if the clock already has 5 minutes on it. you canc clear the waterloo board in 3 minutes, generally speaking. 15 is not necessary.
Woodruff wrote:Metsfanmax wrote:I suppose I've never really considered that needing 5 minutes is actually necessary for strategizing your move. I can't imagine that this is true for any but the very largest maps. The extra time is just to make sure that you have time to make all the moves you actually need to make. Why top it off at 5 minutes? It's arbitrary to choose that.
I agree that it's arbitrary. But it would at least be consistent with the current arbitrarity of the situation.
blakebowling wrote:How about: When anyone is eliminated, the clock resets to 5 Minutes. Good enough for everyone?
blakebowling wrote:How about: When anyone is eliminated, the clock resets to 5 Minutes. Good enough for everyone?
SirSebstar wrote:blakebowling wrote:How about: When anyone is eliminated, the clock resets to 5 Minutes. Good enough for everyone?
well, what if he had less then 2.5 minutes, which is what he should have gotten now?
When anyone is eliminated, the clock resets to 5 Minutes or he gains 2.5 minutes, whichever is less?
if (game_time > 300) game_time = 300;
Metsfanmax wrote:The coding for SirSebstar's suggestion is not much more difficult than yours.
if (300-game_time)>=150) game_time = 300; else game_time=game_time + 150;
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