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Progressive turn timer

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12 years ago
Jul 27, 2013, 6:59:16 PM
hi could you please implement a progressive turn timer for multiplayer as the last man timer does not suffice lategame and is problematic forcing remakes if 2+ players go afk.



the all player timer works fine but also causes a huge buffer early game which is unnecessary to have.



thanks for the consideration also i made another thread in the main forum which i believe is the wrong location and a mod can move/delete that one ty.
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11 years ago
Aug 3, 2013, 9:02:26 PM
the dilemma is if 2 players feel like collaborating for an hour in the later stages of the game its tends to cause issues with everyone else waiting and there's no way to enforce anything. with a timer for everyone the early game tends to be prolonged in some cases which is not that bad of a thing given extra time early on is more crucial. there's zero repercussions that are negative for adding a progressive timer and easy to do. allowing a progressive timer is more flexible and better for the games design. as the game progresses you gradually need more time to calculate and execute your moves due to the expansion of your empire.
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11 years ago
Aug 5, 2013, 5:03:07 AM
They should add penalty to the timer system. This means even the last player timer should come with a maximum tolerance waiting time (15 minutes) for all players, which will diminish to incur penalty.



For example, if it's the last player timer, the more often you reach the 15 minute max all players waiting time, the less time you will get before being forced to stop all activities in the next turn. While you cannot do anything, those who rarely incur the penalty will still be able to make moves. You will only be allowed to respond to battles and trade proposals. When everyone is ready, the turn will be triggered.



The penalty should be small (lose 10 seconds), but should pile up quickly if a player continues to make others wait too long.
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11 years ago
Aug 6, 2013, 10:54:33 AM
also viable, some form of time bank system would be useful. still a progressive timer that increases on small increments seems optimal for a game that requires more processing time as it progresses.
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11 years ago
Aug 11, 2013, 12:39:40 PM
Solace wrote:
also viable, some form of time bank system would be useful. still a progressive timer that increases on small increments seems optimal for a game that requires more processing time as it progresses.




That is a good idea. I hope we see that soon.
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