Games with short Time Limits that go to replacements mode
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Posted by Hammerite 2010-05-08 13:54:38 GMT
Sometimes people like to play games in the course of a day or so, so they give their games short time limits on the scale of hours rather than days. Unfortunately this can potentially screw things up if a player leaves the game, because if Time Limit B is a lot longer than Time Limit A (it often will be), people won't be willing to volunteer to join the game since they could be accepted some hours later when they're not there. It then becomes unfair for whoever is next to play after the game is downsized (if that's the set behaviour), because when that happens they're suddenly expected to make a move quickly - when they might by that point have gone away to do something else entirely, or they might be asleep, or whatever.
It would be desirable to tweak things slightly so these kinds of unfair situations don't happen. I can think of a couple of possibilities.
While a game is in "recruiting replacements" mode, Time Limit B counts as being whichever is least out of Time Limit A and Time Limit B. So if a game's Time Limits A and B are 2 hours and 1 day respectively, and a player leaves the game, only 2 hours can pass before Time Limit B is deemed to have passed and the appropriate behaviour is carried out. But things go back to normal afterwards.
Restrict the possible behaviours at Time Limit B so that if Time Limit A or B (or both) is below some threshold, you must choose one of the "Abort" behaviours.
I think the first of these is the better idea, but if anyone has opinions please make them known.
Posted by Hammerite 2010-05-18 23:43:41 GMT
This change has been made. From now on, games time out whenever they go past Time Limit B, but if they are in replacement mode then they also time out if they go past Time Limit A.
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