Perhaps a good way to make a short time limit and allow for enough time to move would be to have two separate timers. One ten minute timer for you to begin your next turn, and then maybe a timer for the player to take their turn, either a 30 minute maximum, or perhaps some sort of timer that if the player is idle for more than 5 or 10 minutes then they forfeit the rest of their turn. With the latter suggestion, that could allow for as much time as you need when you're in a six person game and taking out each player, cashing in the sets you get, deploying hundreds of troops, those can get pretty lengthy and we don't need a timer making us rush and miss that one little country off to the side...
Again, no matter how you dice it, the math just doesn't work. You need to be able to take 15+ minutes for long turns and you need to be able to sleep and work and have a game last less than 8 hours. Sure you can say "don't play games you can't finish" but with 24 hours to take a turn there's still plenty of people who play games they don't finish. Too many people would get good into games and then have to bail and scores would be even less meaningful then they currently are.
“I am not only a pacifist but a militant pacifist. I am willing to fight for peace. Nothing will end war unless the people themselves refuse to go to war.” -Albert Einstein
Has anyone thrown out the idea that in team sequential games the players do not go in order. When this happens team 1 goes first, puts team 2 at a major disadvantage. Would it be possible in team games to stagger the order so no team goes twice?
"The suitcoats say, 'There is money to be made.'
They get so excited, nothing gets in their way
My road it may be lonely just because it's not paved.
It's good for drifting, drifting away."
-Vedder
Sorry, but I disagree, I really like the double turns. Its not that unfair... Frequently you get 2 bad rolls and destroy no armies in your first turn... Who starts is not important... and the double turn is perfect to good team strategies...
I think it should only alternate for the first round so the start is more even. After that it should go in the sequential order so you can play as a team. With the way it is set up now it is usually a huge advantage to get the start in team games so the first round staggered would even things up.
So:
First round - staggered turns
After the first round - no staggered turns
As an alliance you are playing as a team whether you play your turns back to back or alternate. However, I do agree that there is a HUGE and DISTINCT advantage for the team that goes first, they basically get to run the board. So at a very minimum alternating turns at the beginning between teams would seem equitable.
But as it is now it's such a huge advantage to people who use instant messenger, and wait until both people are on to play, to coordinate moves. So people who just log in whenever they have a spare moment, and play are at such a huge disadvantage to people such as marv, and the dirty birds, who use instant messenger, and play at the same time.
Isn't that against lack's vision? A casual gaming site? This is one of the reasons I don't play team games, because I don't want to mess around with instant messenger.
TuckerCase wrote:But as it is now it's such a huge advantage to people who use instant messenger, and wait until both people are on to play, to coordinate moves. So people who just log in whenever they have a spare moment, and play are at such a huge disadvantage to people such as marv, and the dirty birds, who use instant messenger, and play at the same time.
Isn't that against lack's vision? A casual gaming site? This is one of the reasons I don't play team games, because I don't want to mess around with instant messenger.
i think that using messanger is using common sense......and is why i like teams games, it gives me the chance to kno people on cc and makes my time on here more enjoyable because i can just chat to cc players and then organize games ect................................
I do. It would be more fair if it alternated between teams. Especially in sequential. There would still be enough room for tactical co-operation within teams, with fortifications to team mate etc. (as the opposing team can't play turn in sequence neither, and you know whos turn will be next).
"No double turns" (in freestyle) should prevent a team from taking turns one after another, within a round or between rounds.
Im with ronaldinho, in the opinion and in the team games
And like the frozen guy said, you can play sequentials, as I do. My last non-sequential game was # 9966, my 27th game here (I checked my record ) In sequential games, instant messenger is only a bit, maybe, more useful than a normal PM, because sometimes your plan fail and you can discuss a new one.
Well this came up because we played a sequential game. One team took two turns before the other team had a chance to take one. The team that had to wait was unhappy.
Unbalance? Bah! The last team to play also has advantages, for example, having easy picks for cards. The first guy will have 6 armies in 1 country, and with 2 bad rolls, no card for him... The important thing is not who starts, but who has best strategies. I won already tons of games with my team playing for the last.