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To: bursig@xxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#3554) Turn based, Semi-Turn based or other model of game
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Thu, 27 Feb 2003 15:13:55 -0800
Reply-to: rt@xxxxxxxxxxxxxx

On Thu, 27 Feb 2003, Rafa³ Bursig wrote:
> Server should have confgurable option "game system" which should have
> min 2 state ( 3 with my proposal ) :
>
> I. SPM - Single Player Mode
> Normal turn based game with Civ/Civ2/Civ3 style. All player move with
> sequence.
> This mode is ideal to single player but can be played on multiplayer
> (long wait for own turn)

I, Reinier and Jason discussed this one day, and came up with some ideas
on how this could be implemented without causing significant delay in play
time.

First, of course, all players can change production, set orders, gotos,
etc while the other players move. With clever use of goto, you can be
quick about your own movement. You get a slice of the general timeout each
to complete your moves before next player gets his turn.

The timeout can be saved for next turn, to encourage players to finish
quickly. If you end your movement phase 10 seconds too early, then you get
10 extra seconds extra next turn, for example. This should of course not
be cumulative. Best case: One turn you may have twice as much time as
normal.

Another idea (I think this was Reinier's idea but I may remember it wrong)
was to penalise players who use more than average time. Anything you spend
above average time to move gets deducted from your next turn's movement.
Worst case: One turn you may have half as much time as normal. This
removes some of the harm from players who never press "end turn" or "end
movement" (these exist a plenty on civserver for some reason).

Also, teams can share a movement phase and move simultaneously, since the
issue of "who attacks first" doesn't arise. (Can also be done for allies,
but the question becomes: What if the alliance suddenly breaks while they
are moving simultaneously?)

  - Per




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