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Real Time and Turn Based Gameplay; New style of play in testing
Topic Started: Aug 2 2010, 05:36 PM (178 Views)
Beavers
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I just noticed that the "Turn Frequency" display on games now features some new wording.

Rather than before where the game below would show "Turn Frequency: 12 Hours", it now shows "Turn Frequency: Real Time: Every 12 Hours".

I'm not sure what this might mean, it could just be clarification language, but I think it is the first signs of an update to the game. Perhaps there will be a new setting for how turn times work; that they could be set to happen at particular times (the game creator could choose to have the game start at a particular time automatically - rather than having to sign in and launch it manually), or perhaps an option will be given to pause the game if all players agree. ... I really don't know, anyone have any thoughts on the new wording?

EDIT: See below for the alternative!

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Edited by Beavers, Aug 2 2010, 05:52 PM.
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Beavers
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I found out what the other option was: Turn Based! Apparently everyone gets to act in an order and is given a certain amount of time to make their moves. As the below screenshot shows, the time for a turn is given as usual, and the player whose turn it is has their name listed in the lower right

Posted Image

So now I'm interested in knowing what people think about this new style of play.
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icadil
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This sounds fun! I can't see much practical use outside of quick games however, this does sound very interesting.
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Sandboxbob
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sounds like a cool new option, which can alter who wins a game depending on the order. much diffrent then a turn update. i like the idea
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Sandboxbob
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wait is it an option to play like this or this is the only way to play now becasue ive noticed the wording is now on all games
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admin
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It's a feature that I've wanted to have in ToG since day 1 but I couldn't figure out how to make it work. I always wished that players could have the option to take their turns in order, instead of all at the same time so that if a player is offline they don't get run over. In this way, Turn Based games will resemble classic board games where each player takes their turn, performs their moves, and then hands their turn over to the next player who then takes their turn. I think I've got it figured out now, but it's going to require a lot of testing by the community. If you come across any bugs be sure to let me know in the Bug Reports section.
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icadil
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Would you mind answering a couple questions? Do you lose turns if you don't take it before the time runs out? Will you be able to use those turns once you get your next full turn, or while your opponent is paying? I noticed that you can build enemies on your enemies turn, can you also attack?
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icadil
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Ok I just figured out that if you do not take your turn, you lose it the next time around. Unfortunately this will not be an ideal option for long games with lots of people. At 1 day turns, you would have to be online at all times of the day to get your turn, and could wait as many as 9 days if everyone goes inactive. If however you change the time to say, 2 hours then again you would either have to be on a great deal to be able to happen upon your turn, or risk losing it. I could be wrong here, and I will definitely test it but this may not be a viable option for long games with lots of people if you can't use turns that were skipped.

Perhaps there can be a limit to how many turns you can get back? Maybe a total of 3, and if you miss more than 3 then you don't get them back.

On the other hand though, this creates a MUCH better system for people to play quick games. connection speed won't be a factor as much for this.
Edited by icadil, Aug 2 2010, 08:27 PM.
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TCTriangle

But it sounds kind of slow, and inactives would be even worse off... but I guess that's just more reason for them to be on during their turn. I guess I might give it a try, but I'm so used to "Real Time" that it's going to be hard for me to get used to and like this turn-based version.
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admin
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icadil
Aug 2 2010, 08:24 PM
Perhaps there can be a limit to how many turns you can get back? Maybe a total of 3, and if you miss more than 3 then you don't get them back.
I'm not so sure on that. In real time games you can save up your turns and for Turn Based I kind of wanted to get away from that. You can still collect funds on your missed turns, but you won't save turn movements across lost turns. This way, as opposed to real time games, there's no reward for going inactive.
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