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Request - Add Non-Simultaneous to Sequential & Free-For-All

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Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby mwaser on Sat Jun 21, 2008 9:13 am

There a several threads on this but they seem to have petered out . . . .

Making turns non-simultaneous solves a couple of problems and creates a game that
  • is faster than sequential (which can be glacially slow with a lot of people)
  • doesn't allow people to win "objective" games by hanging out until the next person starts and immediately hitting start turn (if you meant this to be allowed, you should check for holding the objectives at the end of the turn instead)
  • doesn't encourage people to *wait* to be last (thus slowing down games) to take advantage of the end of turn by smashing and grabbing and getting bonuses for continents that they can't hold by hanging out and hitting start turn
  • won't force us slow thinking people :) to have to play real-time or wait many days between turns

The only downside is that you *would* have to wait if another player is playing but I think that this is a much smaller downside that the upside of not having all the strategic waiting and hanging around.

I understand that a number of people don't like this idea but seeing that it's an *addition* and not a change and that about as many have been for as against (and I would guess that it should be reasonably easy to code), I would hope that you would consider this.

Thanks!

Mark

P.S. If you say you'll make the addition, I'll sign up for Premium immediately.
P.P.S. It might also be interesting if the non-simultaneous also handled missed turns by using the suggestion to take the deserved armies and spreading them over the person's territories AT THE TIME OF THE MISSED TURN message in the log. That way, the person would be hurt if they had to miss a turn due to work, vacation, or a family emergency but there's no advantage to making everyone else wait while three turns are unnecessarily spread out over several days so that they can get a strategic advantage (yes, it's a *little* less strategy -- but I would far prefer to be able to *PLAY* at a reasonable rate than to squeeze every last dreg of strategy out at the cost of reasonable speed and courtesy).
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby PLAYER57832 on Sat Jun 21, 2008 2:23 pm

How is this different from sequential, exactly? It really seems to be the exact same thing.
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby lancehoch on Sat Jun 21, 2008 2:28 pm

PLAYER57832 wrote:How is this different from sequential, exactly? It really seems to be the exact same thing.

There is no predetermined order.
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby yeti_c on Sat Jun 21, 2008 2:30 pm

The main problems with this are - if you are taking your turn within the last hour - you can block other people from playing.

You could argue that people should've checked in earlier - but that breaks the fundemental principal of the site being based on "Casual" play - and being allowed to check in once every 24 hours.

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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby Ditocoaf on Sat Jun 21, 2008 11:02 pm

yeti_c wrote:The main problems with this are - if you are taking your turn within the last hour - you can block other people from playing.

You could argue that people should've checked in earlier - but that breaks the fundemental principal of the site being based on "Casual" play - and being allowed to check in once every 24 hours.

C.

perhaps... the 24 hour timer stops during turns? So no matter how long you drew out your turn, it would still give others just as much time to start theirs. And in that case you have, say, 15 minutes to finish a started turn.

Or, however much time is left on the 24-hour clock when you start your turn also becomes your maximum turn time; this would better simulate Sequential turns, but in any order.
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby AndyDufresne on Sun Jun 22, 2008 1:07 am

I'm not sure the engine can halt the 24 hour clock, and then start it up again...


--Andy
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby Ditocoaf on Sun Jun 22, 2008 1:30 am

AndyDufresne wrote:I'm not sure the engine can halt the 24 hour clock, and then start it up again...


--Andy

could you save a number (the time remaining), and then reset the clock to that later? Or does the timer only use the "turn ends at X:XX", without any sort of countdown?
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby Ditocoaf on Tue Jun 24, 2008 2:49 am

bump; my question still needs answering. :)
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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby yeti_c on Tue Jun 24, 2008 2:57 am

AndyDufresne wrote:I'm not sure the engine can halt the 24 hour clock, and then start it up again...


--Andy


Anything is possible!!!

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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby yeti_c on Tue Jun 24, 2008 2:58 am

Ditocoaf wrote:
yeti_c wrote:The main problems with this are - if you are taking your turn within the last hour - you can block other people from playing.

You could argue that people should've checked in earlier - but that breaks the fundemental principal of the site being based on "Casual" play - and being allowed to check in once every 24 hours.

C.

perhaps... the 24 hour timer stops during turns? So no matter how long you drew out your turn, it would still give others just as much time to start theirs. And in that case you have, say, 15 minutes to finish a started turn.

Or, however much time is left on the 24-hour clock when you start your turn also becomes your maximum turn time; this would better simulate Sequential turns, but in any order.


This would certainly solve the problem.

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Re: Request - Add Non-Simultaneous to Sequential & Free-For-All

Postby Ditocoaf on Wed Jun 25, 2008 11:45 am

*waves arms wildly in the air*
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