Time limit

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palloco
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Time limit

Post by palloco »

I know this has been suggested before, but it was supposed as well to be implemented before 1.0
https://savannah.nongnu.org/bugs/index. ... em_id=8670

If it does not complicate too much I think it should be implemented as well on client side with 2 parameters: base time and unit time, which can be modified on server at the beginning of the game.
Base time would be the minimum time to let a player move his units and unit time would be the additional time per unit. I propose by default to use 120 seconds for base time and 15 seconds for unit time

For example, someone with 7 units would have 120+ 15*7= 225 seconds to do his turn.
Yogibear
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Post by Yogibear »

I suggest to have a time limit for the whole game. Because during the first few turns, there is usually "standard procedure", that is village grabbing etc. Most likely you won't need the whole turn time there. But in the middle of the game there might be a tactically challenging situation that requires much more thinking.

Therefore i think time limits should apply to a broader range. It doesn't necessarily have to be the whole game, maybe 5 or 10 turns works as well.

Taking into account the number of units is a good idea.
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Darth Fool
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Post by Darth Fool »

I have vague plans to create a fisher-chess-clock type system. Time could be specified as either a total time and a time added at the beginning of each turn or as a strict non-cumulative amount of time per turn. This is very tentative and I have a good number of other things on the wesnoth plate before it, so don't count on it from me soon.
lwa
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Post by lwa »

Also, a idle timer who just send a notification when the current player is idle.
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xtifr
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Post by xtifr »

No more bathroom breaks? I strongly suggest that if any such feature is added, it come with a "pause" option for emergencies! Of course, I may be biased by the presence of a three-year-old and a five-year-old in my house. :)
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Darth Fool
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Post by Darth Fool »

It would, of course, be optional.
sargy
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Post by sargy »

Maybe the timer could begin for a few days once intial conflict has begun, that way it will make players use the time between turns, to evaluate and plan possible moves, i know tactics can be changed as a result of a player performing his moves, but short of a loss of lots of troops, the original moves will remain the same.
Time limit, i think, is a good idea.
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xtifr
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Post by xtifr »

Darth Fool wrote:It would, of course, be optional.
Yes, very, since everyone has the source. :)

The fundamental problem with trying to limit what players can do in an open source game is that it's very very hard to limit what players can do in an open source game.

And the fundamental thing with emergencies is that they are generally unexpected, which means that planning for them in advance, as with a game option, is a bit tricky.

I like the idea of an in-game timer--I just think it needs to take both of these factors into account.
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Elvish_Pillager
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Post by Elvish_Pillager »

I have an idea for a time limit implementation that I'd like better than most suggestions so far. What you do is make a time limit for the whole game, and when it runs out, the player who spent the least time on turns is the winner.

This has the added capability of allowing a game to be started accurately when the host has limited time to play.
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