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Should the dreaded timer be used in simult games
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You know, I'm not sure a timer even works in simul. I have never seen it work. We often move the timer down when the game gets stuck, but I've never seen it get unstuck thereby. Has anyone ever actually seen a timer force a turn to rollover in simul mode?
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Curumbor Elendil
http://pantheon.yale.edu/~jps35/
ICQ 56126989
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Alexander sauce with his 1 hour turns , yes turn on the timer
Diety with his 2 hour turns , yes turn on the timer
Hydey with his quick turns , no need for a timer
finbar never builds many units so his turns are always quick
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LOL!
Touche Smash
Well said... turn-based is proving to be more enjoyable for me.
Whazzup Horsie? A little counter strategy in simul too much for you
I don't think people would wait and just do nothing anyway. I certainly don't. I might hold off in one theatre of war whilst doing stuff elsewhere.
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*deity of THE DEITIANS*
aka: half-assed dieticians
icq# 8388924
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Should the dreaded timer be used in simult games
I'm posing this question because people have commented about players trying to move last in war, which of course slows down turns. Taken to an extreme, this approach could lead to very slow play, thereby nullifying the benefit of simult.
Personally I have never been opposed to a timer. I usually move fast. It may be that the timer could be turned off for certain turns when players declare before the turn they have a lot to do. But we can't really have a situation where there is a race to be last to move.
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Chaos, panic and disorder - My work here is done.
<font size=1 face=Arial color=444444>[This message has been edited by Alexander's Horse (edited March 19, 2001).]</font>Tags: None
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