robboo
Deity
regardless.. I think we have to have rules with punishments and admins that are willing and able to exact punishment. Whether that is turn timer or double moves.
The Double Move Rule : 48 hour turns
1. No double moves during a time of war, except as noted below.
During times of war all concerned Civ's should allow for 1/2 the turn timer (24 hours) to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.
In other words: You cannot make moves during periods of war until either one of two things have occured:
i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
ii. 1/2 the turn timer (24 hours) has past since you made your moves/completed your turn.
The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
2. No moving of units after you have pressed 'End Turn'
3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.
4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.
5. Double moves should be allowed at all other times in order to help speed game play.
6. Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.
Seems to be a rather huge loophole to me!There's still a loophole in it (I think) regarding double-moves on the turn you declare war, but still...it's a beginning.
This actually raises a good point. How would diplomacy work in a pitboss environment? As I understand pitboss, the first person to log on will be forced to answer any diplomatic messages. Does the first person go ahead and make the decision for the entire team? Or is it possible to exit (gracefully) from the game without answering the dialog?In my opinion, the appeal MTDG games have never been about speed - but rather the internal and external team interactions unfolding over a long period to allow group discussion and advanced levels of diplomacy.
Excellent question!Conroe said:As I understand pitboss, the first person to log on will be forced to answer any diplomatic messages. Does the first person go ahead and make the decision for the entire team? Or is it possible to exit (gracefully) from the game without answering the dialog?
If people can pause the game - wouldn't this kinda defeat the point of having a turn timer?Killercane said:Well you could post the dialog and you can also pause the turn timer with spacebar (if it works the same as normal pitboss). I guess you would just note in the turn tracker you paused the game.
Peter said:Well, do we really even need an admin? Correct me if I'm wrong, but if we go with Pitboss, the pitboss hoster would be responsible for setting up the game and such. Once the game is set up, I dont' think we really need an admin.
I agree 110%Memphus said:Simultaneous moves is almost impossible to enforce. The Best Way is Sequential Pitboss, with Turn time at 24 hours. you can still see you nation when it isn't your turn, but you can't move your units.
Really if this last game had a guaranteed cycle every 5 days we would have been done in 2/3 the time.
Well, that is simple to solve. Just don't make any diplomatic messages in-game before ironing out the details with the other team via email. That's how it was done in this demogame as well most of the time, wasn't it?How would diplomacy work in a pitboss environment? As I understand pitboss, the first person to log on will be forced to answer any diplomatic messages. Does the first person go ahead and make the decision for the entire team? Or is it possible to exit (gracefully) from the game without answering the dialog?
I disagree - details can be ironed out in a couple of days, and a couple of moves don't change the situation that drastically. Most of the time, you're planning way ahead anyway, and upcoming treaties normally don't effect the current turns. The notable exception would be a surprise attack, where the victim seeks help with other teams. But even then, a chat could speed up the process (as had been happening in this game on several occasions), and in Real Life you cannot freeze time to seek help if you're under attack either. ;-)And it seems to me that with all teams running on a 24 hour timer (assuming simultaneous turns), it would be quite difficult to negotiate some of the treaties that we saw in the previous game.