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).