by Culven » Mon Sep 15, 2008 8:10 pm
by mortiferum » Mon Sep 15, 2008 8:36 pm
Culven wrote:(2) Provide each player with a "Time Allotment" (ex. each player has 60 minutes of play time). They could then use their time as they see fit (probably through the use of a Chess Clock). The issue with this is, What to do when one player runs out of time?
by Culven » Mon Sep 15, 2008 9:03 pm
by LordMalekTheRedKnight » Mon Sep 15, 2008 9:12 pm
Culven wrote:(1) Limit the amount of time a player has per turn by providing a player-turn time limit, possible 15 minutes, allowing 4 game turns per game.
Culven wrote:(2) Provide each player with a "Time Allotment" (ex. each player has 60 minutes of play time). They could then use their time as they see fit (probably through the use of a Chess Clock).
Culven wrote:The issue with this is, What to do when one player runs out of time?
Culven wrote:If we allow the other player to continue play for as many additional turns as they have time for, then we penalize certain armies/players and reward those who can play a turn in a very short period of time.
Culven wrote:Neither option is a good choice, so we still have no idea of what we might do in the end.
by Culven » Mon Sep 15, 2008 9:29 pm
LordMalekTheRedKnight wrote:dejavu...
LordMalekTheRedKnight wrote:Culven wrote:(2) Provide each player with a "Time Allotment" (ex. each player has 60 minutes of play time). They could then use their time as they see fit (probably through the use of a Chess Clock).thats what i would prefer (bet that was a suprise, huh? ).
LordMalekTheRedKnight wrote:Culven wrote:The issue with this is, What to do when one player runs out of time?they can't make any more actions in their turns.
by LordMalekTheRedKnight » Mon Sep 15, 2008 10:18 pm
Culven wrote:I don't like this because I don't like the idea that say a tyranid player, who is very experienced and efficient with their army, and can play a full player turn in 15 minutes will end up running out of time and having to endure 2 turns of doing nothing when facing an army that can play a turn in 10 minutes (like Grey Knights or even my Tau). This seems like an unfair disadvantage for certain armies when there may really be nothing that the player can do to speed up the game anymore (short of moving their nicely painted models by the handful).
Culven wrote:This leads me to the timed turns option which will ensure that each player has the same opportunity to react to their opponent's actions, but the cost would be that the slower players will not be able to complete their turns.
Culven wrote:This could even lead to penalizing the faster player if they have a combat oriented army as they may not be able to make attacks in the Assault Phase if their opponent runs out of time during their Shooting Phase.
Culven wrote:will even be an issue once the "don't start a game turn if you can't finish it" part is taken into account.
by killmaimburn » Tue Sep 16, 2008 10:21 am
ruffian4 wrote:Handy fellow, this kmb...Like Ahriman delving the paths of the webway ...
by Culven » Wed Sep 17, 2008 5:59 pm
by killmaimburn » Wed Sep 17, 2008 7:32 pm
by Culven » Wed Sep 17, 2008 9:05 pm
by killmaimburn » Wed Sep 17, 2008 9:23 pm
Culven wrote:Gee, thanks KMB.
by LordMalekTheRedKnight » Wed Sep 17, 2008 11:49 pm
Culven wrote:Maybe if I set it up so that there is time for 7 game turns, and then still use the random game length? Then players might need to budget their time more carefully...
by timewizard » Thu Sep 18, 2008 3:11 am
LordMalekTheRedKnight wrote:Culven wrote:Maybe if I set it up so that there is time for 7 game turns, and then still use the random game length? Then players might need to budget their time more carefully...that would get my vote. ~ Tim
by killmaimburn » Thu Sep 18, 2008 8:02 am
timewizard wrote:If you used chess clocks, then the turn could look like this;Player 1 starts his clock, moves his units, shoots and determines hits. He now stops his clock and starts player 2's clock.Player 2 allocates wounds, rolls for saves, takes casualties and removes models and starts player 1's clock.This continues through the shooting phase. Then in the assault phase player 1 (on the clock) moves his models, then hits player 2's clock. Player 2 moves his models to react. Then hits player 1's clock. And so on.Basically, any time a player finishes an action that requires a response from the other player, they hit the clock. The second player takes the appropriate action and hits the clock back to the first player.
by LordMalekTheRedKnight » Thu Sep 18, 2008 8:34 am
killmaimburn wrote:You'll be seen as the bad guy in this scenario... its just too pedantic (I can't think of a better word..maybe bureucratic?)
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