[Freeciv-Dev] Re: (PR#3565) End of turn moves
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On Tue, Sep 23, 2003 at 06:27:26AM -0700, Thomas Strub wrote:
> On Tue, Sep 23, 2003 at 03:03:12AM -0700, Christian Knoke wrote:
> > On Mon, Sep 22, 2003 at 08:11:41PM -0700, John Wheeler wrote:
> > >
> > > [ue80@xxxxxxxxxxxxxxxxxxxxx - Fri Feb 28 19:03:32 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.
> >
> > React by moving a unit into the city? React by setting a unit on Goto? Or
> > react by creating a unit or a city wall?
>
> Buying a new unit, moving unit back to defend, killing the attacking unit
> (a warrior landed from a trireme is easy to kill with a fregatte.)
>
> > One approach that comes to mind - but doesn't resolve everything - is, to
> > *not* allow unit moves during last 10 seconds before timeout. This includes
> > a delay of the new turn by 10 seconds, when everybody has clicked on turn
> > done *before* timeout.
>
> This:
> - Makes the game slower.
Possible. When players start a turn with moving, and manage afterwards, ther
won't be a significant slowdown.
> - You can't fight back an incoming diplomat. (moved 9.9 secs before
> timeout) Because you can't move you can't fight it away.
I don't see this. You can use goto to attack, can't you?
> - Same for canons and other 1 moving units (50% chance to fight next
> turn before your enemy.) When backfighting unit is farer away, you
> can't fight back.
Why do you think 50% isn't fair?
> - You can't move your defending units back to city.
Goto with waypoints. Maybe a minor improvement of Goto is needed.
But sure, you will only have one (the next) turn to move. Maybe this makes
attacking easier?
> > In the last 10 seconds, only city management and gotos are allowed (the
> > latter to be executed at the beginning of the next turn (as suggested for
> > the new turn change model).
>
> All gotos are executed in the next round, after most of the other begin
> of turn activities.
Yes, that is intended.
> > IMHO, this also makes game fairer, because some people suffer from slow
> > connection (and client?!) and do have a 'moving' timeout (you see some
> > seconds on the clock, but cannot move anymore in this turn). These are even
> > more concerned about surprise attacks.
>
> It makes the game slower, against clientside autoattack (with autoget
> cities) it doesn't help ...
Can you explain, please?
> Perhaps it's slightly fairer, but against a fast connection it's
> hopeless to play with a slow connection with the current modell.
Sure, this is only a minor improvement in this respect.
> Thomas
Christian
--
Christian Knoke * * * http://www.cknoke.de
* * * * * * * * * Ceterum censeo Microsoft esse dividendum.
- [Freeciv-Dev] (PR#3565) End of turn moves, John Wheeler, 2003/09/22
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves, Christian Knoke, 2003/09/23
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/23
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves,
Christian Knoke <=
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/23
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves, Christian Knoke, 2003/09/23
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves, ue80@xxxxxxxxxxxxxxxxxxxxx, 2003/09/23
- Message not available
- [Freeciv-Dev] Re: (PR#3565) End of turn moves, Paul Zastoupil, 2003/09/23
Message not available
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