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Paddy the Scot

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Hordeland
Mar 2001 time: 14:26
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quote: Originally posted by OPD
In accordance with this thread, the first 3 turns should be lax.
But after that turns should be played within 12 hours, I don't know how stringent you guys think this should be..... it would be good if everyone could understand and agree to a certain level of strictness so that there would be no come backs or disgruntlement if it does happen.....
It has now been 24 hours, which is fine as this is still only the 3rd turn, but if everyone understands that after 24 hours next turn, without any communication, it will be "skiparoo!"....
If teams aren't ok with that then now is the time to say....
One team this turn have stated they might be a while, which is cool.... |
OPD, two points old chap 
1. thanks for that link. Even if I disagree that the poll states that it is 3 turns, and not 5 turns only as I see that of the 25 voters the majority should have won the day, as in most polls around Poly... I know and have read somewhere Snoopys reply about averaging and some such, I just believe that the poll is 5 not 3. But then you lads are the admins and can read the poll on that thread as well as any of us afterall 
2. If a team has asked for an extension, then it should be notified clearly for all to see. If we are to care about this game, to structure time to be available to play the saves on time etc, then we should have true indicators that the save will be late etc. Many of us know the others game playing times etc, and those that do not will soon pick up a rythem on when to expect the save from how it is progressing in the Turn Tracker Thread. By knowing there is a delay allows us to get on with other things, such as real life 
and welcome to the land of the Horde
Attachment: horde land view.jpg
This has been downloaded 83 time(s).
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Paddy the Scot

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Hordeland
Mar 2001 time: 14:26
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quote: Originally posted by Krill
quote: Team Euphorica: 1400-0200 GMT
Team Bloody Oath Horde: 0600-1800 GMT
Team Babylon: 1700-0500 GMT
Team Desolation Row: 0200-1400 GMT
Team Lost Boys: 2000-0800 GMT
Team Conquest: 0600-1800 GMT |
A question: What if 1889 sends the saave at midnight his time, and the turn is played, for us, by a European? We would have to wait to the following evening to play the save, which is longer than 12 hours (closer 18). According to the rules we would have our turn skipped, but I wasa wondering what the majority opinion on this issue was? |
an interesting point Krill, interesting indeed
with a little detective work and some devious cunning a team could use this as a way of exploiting / damaging the next team etc - sad but true, after all this really is a game of war, not of love. So something else to be considered.
Has this ever been encountered in the other Teamed Demo Games?
on a seperate point, as to the play order you posted above, I just would like to mention that we had agreed to the play order, just not the times that are listed with the order...
thanks 
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:26
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quote: All discussion about what to do on the next turn should take place between turns, so 12 hours from the time the save is sent is plenty of time to enter your orders and send the game on. I'm not sure why everybody is mentioning 24 now. It has always been 12 as far as I can remember. We have enough people in each team that somebody will have to play it.
Maybe everybody doesn't get a chance to vote, that hardly seems like a big enough deal to hold up the entire game. |
1889, let me point something out to you that you may not fully realise at this moment in time: people go inactive, because of various reasons, such as boredom, work, exams, burnout, leaving Poly in general, and, in a couple of cases, becuase of a hostile public forum (i.e. the Voxian War, and the Great Bobian War, PTWDG) and, in general, while building is taking place. Most teams in demogames get whittled down to the absolute core, (i.e. Glory of War. When Master Zen got stuck without internet access, it took a whole week to get the turn played, by a single side, becuase there was not a single person who understood the building plans.)
Now, I can understand if turns were skipped due to reasons such as slow play, and I agree that all those who signed up to this game should accept that. My point however, was that if the save was sent at midnight, then there is a good chance that there is absolutely no one on AM that could access C3C, because they are at work or school.
Are you saying that if this happens, we should have our turn forfeited because of slow play?
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:26
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I believe we should consider amending the turn rule in the following way:
The turn limit is 12 hours from the end of the last team's turn limit, before anyone is skipped.
IE, you get 24 hours from the start of the last person's turn. As the teams were set up to ensure they could play the turns in succession, there should be no problem with teams being unable to play the turn during their time-frame. It also prevents using the turn skipping as a weapon. 
Example:
* Team Conquest receives the turn at 06:00 GMT on 18 Feb. They play the turn at 07:15 GMT and send it on to Euphorica.
Euphorica has a 12 hour 'limit' until 19:15, in theory, but is not skipped until 06:00 GMT on 19 Feb (24 hours from the start of Conquest's turn).
They then send it at 20:10 to Team BOH. (on 18 Feb)
Then team BOH has a 'limit' until 8:10 on 19 Feb (12 hours later), 12 hours later (strictly).
(Now, the rule could also be amended to be "12 hours from the 'skip time' of the previous team's turn", which would in this case give BOH until 18:00 GMT to play the turn.)
This rule would ensure the game is always running at a minimum of 3 days/round (12 hours * 6 teams), but there is still a (slight) chance of people getting skipped, as in the (presumably rare) situation like this one. I'm not sure if there are any real situations which would come up like this - but it's still technically possible. To be used aggressively, it would require 2 teams conspiring to break the rules.
Another thing to consider is that perhaps we could amend the rule to be:
Your team may post a time frame of at least 8 hours in which you can play the save. If your deadline does not fall into this time frame for at least 2 hours, then the deadline is extended to include at least 2 hours of this time limit.
In the previous example, Euphorica has given a 'time frame' of 1900 to 0300 GMT.
They recieved the save at 07:15 GMT, and the "deadline" extended to 19:15 GMT, only 15 minutes in their timeframe. Thus, the deadline is extended to 21:00 GMT.
They then send the save on at 17:30 GMT, to BOH, whose time frame is 0800-1600. Their deadline would extend to ... 05:30 GMT, but would be extended to 1000 GMT. Etc.
(Of course the teams were set up hopefully to not have this sort of thing happen - their play times should hopefully overlap in a positive, not negative, way, like this one did.)
This ensures EVERY team is guaranteed to get it during their timeframe of playability (and the 8 hour amount can be increased to 12 hours or something if people can agree on all having a 12 hour period, which would be better imo). However, it can slow the game down some.
Any thoughts?
Last edited by snoopy369 on 16-02-2005 at 07:27
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Paddy the Scot

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Hordeland
Mar 2001 time: 14:26
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quote: Originally posted by snoopy369
I believe we should consider amending the turn rule in the following way:
The turn limit is 12 hours from the end of the last team's turn limit, before anyone is skipped.
IE, you get 24 hours from the start of the last person's turn. As the teams were set up to ensure they could play the turns in succession, there should be no problem with teams being unable to play the turn during their time-frame. It also prevents using the turn skipping as a weapon. 
Example:
* Team Conquest receives the turn at 06:00 GMT on 18 Feb. They play the turn at 07:15 GMT and send it on to Euphorica.
Euphorica has a 12 hour 'limit' until 19:15, in theory, but is not skipped until 06:00 GMT on 19 Feb (24 hours from the start of Conquest's turn).
They then send it at 20:10 to Team BOH. (on 18 Feb)
Then team BOH has a 'limit' until 8:10 on 19 Feb (12 hours later), 12 hours later (strictly).
(Now, the rule could also be amended to be "12 hours from the 'skip time' of the previous team's turn", which would in this case give BOH until 18:00 GMT to play the turn.)
This rule would ensure the game is always running at a minimum of 3 days/round (12 hours * 6 teams), but there is still a (slight) chance of people getting skipped, as in the (presumably rare) situation like this one. I'm not sure if there are any real situations which would come up like this - but it's still technically possible. To be used aggressively, it would require 2 teams conspiring to break the rules.
Any thoughts? |
That is Grand, just Grand indeed, well done Snoop
This clearly allows all teams to cove all bases... and with a back up player or two, then the above idea has a great chance of success.
Will the option where a team knows that they will be late, then emailing or posting to say so, thus giving them extra time, still be available?
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Dominae
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Not sure if I'm a moderator, but I'll chime in:
I believe what it comes down to is quality versus quantity: does every turn need to be played "just right" (say, with inputs from all players on a team, or with thorough scenario testing), or is a steady/high turn turnover rate more important?
Each team is different. Some teams are run by micromanagers that will not pass on the turn until every Shield is accounted for. Some teams insists on polling every issue. Some teams prefer the roleplaying to the nitty-gritty and just want to see things evolve.
As Uno mentions, 12 hours may not be enough for those teams that care about doing things right. Forcing these teams to play fast may seriously ruin some individual members' fun. 24 hours is certainly more realistic. There's no need to complicate matters with additional rules.
In my experience the worst thing about turn turnover rate is a player/team that is erratic. If all teams collectively find some kind of rhythm then I doubt anyone will much mind if turns take 12 or 24 hours (in fact, with a rhythm it is much easier to schedule turn-playing times and/or discussions which results in faster pace of play).
So, might I put out that this currently it is only turn 4, and that's certainly not enough time to develop a rhythm between six team-pairs. Also might I point out that, with a starter pack of two additional Settlers and and an extra Worker, this game is effectively on turn 40 or more already. And, given the map settings, things are likely to move along quite rapidly. CIV is still a ways off!
* Dominae glares at snoopy369 for taking 2+ days to play his turns in Snow and Ice PBEM
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