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Snapshots for starting 1v1 fog games

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Snapshots for starting 1v1 fog games

Postby Domicas on Sat Jul 21, 2012 12:04 pm

Concise description:
After the second player joins a 1v1 fog game, the play is frozen until the first player gets a chance to view the game and take a snapshot.

Specifics/Details:
Change the game so that no moves are possible until all players have entered the game.
The time limit for viewing the game is the same as the time allowed for one turn.

How this will benefit the site and/or other comments:
As it is now, the 2nd player joining a game has an advantage because he gets to view the map and, (if its his turn to play), take his turn before the first player sees the map. This leads to long delays in joining tournament games as each player tries to join the game last. It also leads to hard feelings when a player takes a turn before his opponent sees the map.

This could also apply to multi-player games but it has the most effect on 1v1.
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Re: Snapshots for starting 1v1 fog games

Postby chapcrap on Sun Jul 22, 2012 12:32 am

This has been suggested before, but for all games that are foggy. I don't mind the suggestion, but I think it should have a timer or something.
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Re: Snapshots for starting 1v1 fog games

Postby nicestash on Sun Jul 22, 2012 11:52 am

Why not just have the game automatically take a snapshot?
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Re: Snapshots for starting 1v1 fog games

Postby chapcrap on Mon Jul 23, 2012 12:53 pm

nicestash wrote:Why not just have the game automatically take a snapshot?

It's a different snapshot for each person.

And I think it's probably easier to code a new round at the beginning of the game where people can take snaps if they want than to actually take the snaps.
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Re: Snapshots for starting 1v1 fog games

Postby Domicas on Wed Jul 25, 2012 12:47 am

Does anybody object to this idea?
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Re: Snapshots for starting 1v1 fog games

Postby agentcom on Thu Jul 26, 2012 11:20 pm

I don't. I've indicated my support for it in the past. And my preferred method is the one that chap indicates: Another round (similar to manual), where both players have the chance to "play" a limited turn. In the case of manual, you only get the deploy phase. In the case of this setting, you wouldn't even get that. You'd probably click "Start Turn" and (just like after you make a fort in a chained/adjacent game or after you've deployed all your troops in a manual game), your turn ends.

An interesting situation would occur in foggy manual games, as you would have 2 rounds of this type of "non-turn." Two considerations arise from this. First, the "fog/view/snap" turn should come after the "manual/deploy" turn. Second, in a 20 round limit game, you have now decreased the amount of playable rounds to 18, rather than 19 or 20.

Finally, my preferred solution would be to allow for "Round 0" coding in these games, but I have a feeling that is more difficult to code based on my limited knowledge of coding.

Mod hat on: I'll probably be merging this with similar subject matter at some point.
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Re: Snapshots for starting 1v1 fog games

Postby Domicas on Wed Aug 08, 2012 1:38 am

So how does this work? A suggestion was made, people seem to like it and nobody objects. Does it get implemented or are we just wasting our time here?
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Re: Snapshots for starting 1v1 fog games

Postby agentcom on Wed Aug 08, 2012 3:17 pm

Domicas wrote:So how does this work? A suggestion was made, people seem to like it and nobody objects. Does it get implemented or are we just wasting our time here?


Well that depends on your definition of "waste of time." This would be a rather large change, but one that many people support. In fact, I'm not sure who opposes this in one form or another. Generally, if a lot of people like a suggestion, it might get stickied so that it stays at the top of the page for a while. Then, when a lot of the details get worked out, it can get move over to Submitted Suggestions. That's one of the site owner Lackattack's "grab bags" for when he does site updates. The process is far from perfect, but that's what you get with a system run by a revolving door of volunteers. Sort of makes sense that it would end up that way.

Anyway, here's where I see this suggestion going, but it's going to take a while because this hasn't quite made the radar of my to do list. But if nobody gets to it before me, I'd probably bring all the suggestions about a waiting period together into one thread. Keep in mind that this has been rejected before, so by default, it would probably be pulled together in the Rejected Suggestions. However, if after reading through all the threads, I find that there's really no opposition to it (which I think may well be the case), I'll probably sticky it here. If (1) there's still not a huge amount of dissent; (2) the coding problems (if any) are resolvable; and (3) the moderators with powers greater than mine don't have a problem with it, it would get moved to Submitted Suggestions. The Suggestions team and the Tech Team are working on some ways to try to streamline the final step, which is getting things out of Submitted Suggestions and into actual gameplay. It's a work in progress though.

As you can see, the process takes time. And there is already quite a lot of suggestions in Submitted Suggestions. Some of those have quite the history.

I don't mean to sound like a downer, but just want you to know how the process currently works. It takes time--many say too much time. But that's how it is. I hope this helps.
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Re: Snapshots for starting 1v1 fog games

Postby darth emperor on Wed Aug 08, 2012 5:43 pm

agentcom wrote:An interesting situation would occur in foggy manual games, as you would have 2 rounds of this type of "non-turn." Two considerations arise from this. First, the "fog/view/snap" turn should come after the "manual/deploy" turn. Second, in a 20 round limit game, you have now decreased the amount of playable rounds to 18, rather than 19 or 20.

I don't see the need of two rounds. With the deployment-turn you get to see the map, before anything happens... it's true that with the second round, you get a chance to see where they deployed (if you are nearby), but based on the log, is very predictable. So I would take out the view for fog in manual games.
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