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[Freeciv-Dev] Re: (PR#3565) End of turn moves
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[Freeciv-Dev] Re: (PR#3565) End of turn moves

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To: ue80@xxxxxxxxxxxxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#3565) End of turn moves
From: "Jason Short" <jdorje@xxxxxxxxxxxxxxxxxxxxx>
Date: Sun, 21 Sep 2003 19:29:55 -0700
Reply-to: rt@xxxxxxxxxxxxxx

Per I. Mathisen wrote:
> [ue80@xxxxxxxxxxxxxxxxxxxxx - Wed Mar 26 15:43:49 2003]:
> 
>>>>>>i really dislike end of turn moves.
>>>>>>People use that trick to get nearer to enemy cities and the
>>>>
>>>>defending
>>>>
>>>>>>person has no chance to react.
> 
> ...
> 
>>Not only goto, you can land with a warrior next to a city on mountain
>>surronded by forests in the last 1-2 seconds of the last turn (or 
>>short before pressing turn done). Then you get that city with you 
>>warrior in the next round, the defender sees the warrior but its to 
>>late so he can't change the production to a defending unit.
> 
> 
> One solution is to make the exact time which a turn ends (with timeout) 
> slightly random. +/- 5 secs should be enough to discourage this 
> behaviour, I think.
> 
> I have another, more comprehensive suggestion which I will post in 
> #4749.

We could have a server option response_timeout.  This value means that 
if any player makes a unit move, other players will have at least this 
amount of time to respond to that move before the timeout ends.

For instance with a timeout of 60 and a response_timeout of 10, if 
player 0 moves their warrior at time==59 the other players would have 
until time==69 to make their moves.  Player 0 wouldn't be able to move 
from 60-69 (unless another player moved, of course).

You could refine this to say that only at-war players who see the move 
get this extended timeout bonus.

jason




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