Description: a script that can assist with or completely serve in the submission of moves - without the need for manual intervention during the execution of those moves. The submission of moves includes beginning, cashing, deploying, attacking, reinforcing, forting, and ending. It is not limited to only being fired off on demand (ie: it can be scheduled to execute at a certain time) and it can include logic for branches where different instructions (including aborting the attacks) can occur based on the board state at any time during the moves. The end result is the ability to execute multiple moves a second (give or take - depending on the type of move)...much faster than other scripts I've heard are out there and already in use for this purpose.
some ways I think this could be good for a player using it:
- * performing last second moves at the end of a round (to kill a player, capture a map winning goal, break another player, ...)
* to quickly begin a turn and strike hard long before the other player(s) see their Begin button (especially if they have to wait for someone else to start before they can)
* taking out a player quickly for their cards in an escalating card game
* capturing army producing territories (ie: continents) at the last second and collecting on them the next round
* [new entry] kicking off a set of moves automatically at a specific time (say with 5 seconds left in the round - although leave extra time if you are crushing large stacks!)
* [new entry] kicking off a move automatically for you when it becomes your turn if you are not going to be available to login and make it due to vacations, work, etc...
* etc...
some drawbacks:
- * lining up a set of moves and executing at warp can backfire if you are operating in a fog and hit a nasty brick wall (which could cause you to fail or perform an unintentional suicide manuever).
* most plans do not survive first contact with the enemy - your best laid plans may leave you an undesirable end state on the board when the execution is complete
* you don't necessarily know what others will try to do at the last second - potentially rendering your plan invalid
I am slowly building a list of considerations as well...finding some of them as I go...as well as a list of features that are needed to mature and broaden the capabilities...and as most of the initial effort went into making it stable the administration of the script could use some polishing.
I know others are working towards this goal as well - what does everyone think about this? The cat is out of the bag - if acceptable this type of scripting can change how some of the games are played. Or maybe it might be a fair tactic and level the playing field against the players with quick fingers, good Internet connections, and strategies for turning the tables on the game via their own style of quick manuvers or running out the clock.