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[Freeciv-Dev] Re: [patch] Message windows (report, science ...)
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[Freeciv-Dev] Re: [patch] Message windows (report, science ...)

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Cc: FreeCiv <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [patch] Message windows (report, science ...)
From: Jason Dorje Short <jshort@xxxxxxxxxxxxx>
Date: Thu, 13 Sep 2001 15:21:34 -0400
Reply-to: jdorje@xxxxxxxxxxxxxxxxxxxxx

Francois Taiani wrote:
> 
> Hi everyone,
> 
> Jason Dorje Short wrote:
> >
> > [...]
> > It might be reasonable for some games to follow a system like this.  If
> > you're playing a 2-player game, it would be your turn 50% of the time.
> > Against friendly opposition, you might agree to use this 50% for moving
> > units and spend off-time during your opponent's turn handling your
> > production, etc.  Since city production happens at the end of each game
> > turn, it might then be reasonable to request an end-of-game-turn from
> > each player before having this (so that all players can move their units
> > during their turn and then have longer to change production).
> >
> 
> Do you mean each player would get an kind of fix time slot, in a
> round-robin fashion, in which he would be the only one to be able to
> move  units ? (A sort of time division protocol, for those
> telecommunication enginners out there ;-)

Yes, that is one thing I am suggesting: a turn-based structure for
round-robin player turns within each game turn.

> I'm not quite sure it would
> solve the problem, because, though you would get rid of some chance
> factors, like whose request reaches the server first, you would still
> have the urge to carry out as many moves as you can in your allocated
> time. I'm afraid the frustration Tony mentionned would still be there.

Well, you could always play with no time limit.

jason


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