Staggered Gameplay

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Re: Staggered Gameplay

Postby greenoaks on Thu Apr 25, 2013 1:34 am

i would prefer a rolling mode with brakes applied to stop anyone moving more than 1 turn ahead.

that way every player no matter what position knows the next player may click begin turn 6 hours into theirs and other players may follow.
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Re: Staggered Gameplay

Postby koontz1973 on Thu Apr 25, 2013 3:46 am

greenoaks wrote:i would prefer a rolling mode with brakes applied to stop anyone moving more than 1 turn ahead.

that way every player no matter what position knows the next player may click begin turn 6 hours into theirs and other players may follow.

This would work but stifle the idea. How about a two round limit before the breaks are added. It might become strategic to not play a round and to have two rounds to play back to back. Mainly in maps with winning and losing conditions.
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Re: Staggered Gameplay

Postby DoomYoshi on Thu Apr 25, 2013 11:04 am

Replace the word "strategic" with "farmtastic" and I agree completely koontz.
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Re: Staggered Gameplay

Postby skychaser on Thu Apr 25, 2013 11:51 am

It's one of the things we need a consensus about before updating the op post.

I think. Once the game starts it can go without interruption. However. If a guy have a turn he didnt play due so people being too fast it may be buffered and his turn may become active after someone have finished his turn.
I mean.
If player 1 didnt, play, everyone else played and 24 hours didn't progress so now he's got 2 turns to play. He plays the first one so he's got another turn as everyone is already at 2nd turn.
In this case he's got a turn to play. However at the end of his play the game checks if he have a turn left and let him at waiting time.
The waiting time lasts for 6 hours so if 6 hours are passed his turn is open again. Nothing else is changed. If someone finishes his turn he can play too.
(Thats only one of the options. Lol).


Another option is having him to play immediately.

Yet another option is having him play after someone started his turn. Same as freestyle and farmtastic as the second option.

Another one would be the turns locked and so. But it's bad since the last ones to play could have a lot of disadvantages. So we turned it down already.

But I may say, even if it's a little bit farmtastic it's still not THAT abusable, it could happen but I don't think it will Always happen.
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Re: Staggered Gameplay

Postby greenoaks on Thu Apr 25, 2013 4:51 pm

DoomYoshi wrote:Replace the word "strategic" with "farmtastic" and I agree completely koontz.

i was thinking the same. great word DY.
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Re: Staggered Gameplay

Postby DoomYoshi on Thu Apr 25, 2013 10:51 pm

If we block this option for less than 4-player games, that is a possible solution. Let's collect possible solutions and make a poll?
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Re: Staggered Gameplay

Postby greenoaks on Fri Apr 26, 2013 2:34 am

DoomYoshi wrote:If we block this option for less than 4-player games, that is a possible solution. Let's collect possible solutions and make a poll?

that would be pointless. all games eventually reduce to <4 player games.

a system that works for 2, 3, 4, 5, 6, 7 or 8 player games if the only way this would be considerable.

that is why i recommend you can start your turn after 6 hours but regardless of how many players are left you can't move more than 1 turn ahead of anyone.
Good point.
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Re: Staggered Gameplay

Postby skychaser on Fri Apr 26, 2013 7:04 am

Making a pool it's fine.

I have another option.

One can play more than one turn. But he have to wait for 30 minutes.

That way in objective maps someone will have to stop him, sacrifice a turn and it will add even more stategy.

This way he would wait 30 minutes, the game may even end into his turn and the next.
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Re: Staggered Gameplay

Postby skychaser on Fri Apr 26, 2013 7:14 am

I agree that any system must be agnostic to the number of players.
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Re: Staggered Gameplay

Postby Metsfanmax on Fri Apr 26, 2013 8:27 am

Alright. I like this idea, and there's a lot of potential. It seems to me that the outstanding objection relates to how rounds are counted. This is of course mostly only relevant for Round Limit games and objective maps. Nevertheless it seems to me to be a significant enough objection (when coupled with the probable technical challenges) to consider restricting this gameplay mode so that the last player in the round has to finish his or her turn before the next round can commence. If anyone has a workaround to this issue that doesn't involve putting arbitrary breaks on the rolling turns, please state it.
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Re: Staggered Gameplay

Postby greenoaks on Fri Apr 26, 2013 10:13 am

Metsfanmax wrote:Alright. I like this idea, and there's a lot of potential. It seems to me that the outstanding objection relates to how rounds are counted. This is of course mostly only relevant for Round Limit games and objective maps. Nevertheless it seems to me to be a significant enough objection (when coupled with the probable technical challenges) to consider restricting this gameplay mode so that the last player in the round has to finish his or her turn before the next round can commence. If anyone has a workaround to this issue that doesn't involve putting arbitrary breaks on the rolling turns, please state it.

your problem O:) is you are thinking in the traditional Round 1, Round 2, Round 3 mode.

this is a rolling mode ie. everyone's turn is the start of the 'round'. the next player may begin their turn 6 hours after the previous player's 24 hour timer began. if a player has not taken his turn then the game can not progress beyond that point (with him used as calculating the begining of that 'round'). rounds are more fluid than they are now but not so much that other players could take 15 turns while you slept.
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Re: Staggered Gameplay

Postby Metsfanmax on Fri Apr 26, 2013 10:47 am

greenoaks wrote:
Metsfanmax wrote:Alright. I like this idea, and there's a lot of potential. It seems to me that the outstanding objection relates to how rounds are counted. This is of course mostly only relevant for Round Limit games and objective maps. Nevertheless it seems to me to be a significant enough objection (when coupled with the probable technical challenges) to consider restricting this gameplay mode so that the last player in the round has to finish his or her turn before the next round can commence. If anyone has a workaround to this issue that doesn't involve putting arbitrary breaks on the rolling turns, please state it.

your problem O:) is you are thinking in the traditional Round 1, Round 2, Round 3 mode.

this is a rolling mode ie. everyone's turn is the start of the 'round'. the next player may begin their turn 6 hours after the previous player's 24 hour timer began. if a player has not taken his turn then the game can not progress beyond that point (with him used as calculating the begining of that 'round'). rounds are more fluid than they are now but not so much that other players could take 15 turns while you slept.


My comment is a relevant consideration. However we end up doing it, there needs to be a clear and fair way to determine when a round has ended for the purpose of determining the winner in round limit games and on objective maps. Saying that "it's a rolling mode" doesn't make it clear to me how this issue has been resolved. Specific ideas are required here.
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Re: Staggered Gameplay

Postby greenoaks on Fri Apr 26, 2013 3:54 pm

Metsfanmax wrote:
greenoaks wrote:
Metsfanmax wrote:Alright. I like this idea, and there's a lot of potential. It seems to me that the outstanding objection relates to how rounds are counted. This is of course mostly only relevant for Round Limit games and objective maps. Nevertheless it seems to me to be a significant enough objection (when coupled with the probable technical challenges) to consider restricting this gameplay mode so that the last player in the round has to finish his or her turn before the next round can commence. If anyone has a workaround to this issue that doesn't involve putting arbitrary breaks on the rolling turns, please state it.

your problem O:) is you are thinking in the traditional Round 1, Round 2, Round 3 mode.

this is a rolling mode ie. everyone's turn is the start of the 'round'. the next player may begin their turn 6 hours after the previous player's 24 hour timer began. if a player has not taken his turn then the game can not progress beyond that point (with him used as calculating the begining of that 'round'). rounds are more fluid than they are now but not so much that other players could take 15 turns while you slept.


My comment is a relevant consideration. However we end up doing it, there needs to be a clear and fair way to determine when a round has ended for the purpose of determining the winner in round limit games and on objective maps. Saying that "it's a rolling mode" doesn't make it clear to me how this issue has been resolved. Specific ideas are required here.

what part don't you get?

  • the winner in a 20 round limit game is the player with the most troops after everyone has taken 20 turns.
  • the winner by objective is the player who holds all relevant terits at the start of his turn.

this mode doesn't change that in the slightest.
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Re: Staggered Gameplay

Postby spiesr on Fri Apr 26, 2013 5:29 pm

greenoaks wrote:the winner in a 20 round limit game is the player with the most troops after everyone has taken 20 turns.
Then there needs to be a block to prevent Player 1 from taking a 21st turn before Player 8 takes the 20th.
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Re: Staggered Gameplay

Postby greenoaks on Fri Apr 26, 2013 7:51 pm

spiesr wrote:
greenoaks wrote:the winner in a 20 round limit game is the player with the most troops after everyone has taken 20 turns.
Then there needs to be a block to prevent Player 1 from taking a 21st turn before Player 8 takes the 20th.

it is not possible to take 21 turns in a 20 turn game.
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