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Old 03-09-2018, 21:55   #12
Matrix
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Join Date: Mar 2003
Location: Tampere, Finland
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Alright, so think about how to optimize specifically for pitboss gameplay.

Players at peace can play at the same time, so everyone will simply have 24 hours to complete their turn. However, when players are at war, tactics can become messy when simultaneous moves are still allowed. Some of us might have had experience with this: the attacker can basically make a double move by declaring war and attacking at the end of the turn, and then immediately continue at the beginning of the next turn. You can also get a silly cat-and-mouse-game where people can react on the other player's move during the same turn. Basically the best tactic is to be online and watching what the other players do all the time. We don't want to encourage that.

So my idea is as follows: when you declare war, this will not be announced until the next turn, and you cannot attack immediately either. However, you will be the one moving your units the next turn before the attacked player can move. Turns will still last for 24 hours, but you have to first 12 hours to complete and the other will have the second 12 hours to complete. Whoever is allied during a war (an alliance doesn't need to be agreed upon, but players can have the same enemy at the same time) will play their turn simultaneously. When there is a triangular war, turns will last for 36 hours.

Furthermore, it should be possible to see what moves other players have made in the previous turn, so long as it doesn't happen in the fog of war of course. Which leads me to the last point: when you move your unit, the fog of war will not fill a moving unit's trail, but is restored at the end/start of the turn. That makes patrolling possible.

Thoughts?
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