Possible solutions to fix the problems with tc moves
Posted: Thu Dec 06, 2018 11:15 pm
I'll update this message with possible solutions people will post to this thread
1) global unitwaittime applied to the player
2) global unitwaittime applied based on status of being allied/shared vision/something else? (to the alliance/something else)
3) tc happening at a random time (+- n seconds)
4) actions taken n seconds before the tc would take all the moves for the next turn with a n% probability
5) "workerparalysistime" meaning that the work can't be completed the same turn if the *worker* can see an enemy unit. if the work starts n seconds before tc
6) allowing the player to stay online only before or after the tc maybe with a n minute (like 20) kick if the player is online both sides of the tc (bad language, but you get the point maybe?
7) tc could also be a blackout time with all players kicked out and no one left in for some time like 15 minutes
8) unitwaittime to apply to unit activities outside border
9) apply UWT for all units within X tiles from the unit that moved just before TC
10) freeze time 5h before TC. You can't move any unit nor change its order (road to fort etc) 5 hours before turn change. This+10h unwaittime create buffer, which make this game more turn-based than RTS one.
11) with less than n seconds to the tc there would be a timeLeft/n=lessMoves multiplier to the moves the unit will have next turn. Like with 100 sec n and moving 50 sec before tc the unit would lose 50% of the moves for the next turn.
12) Tile Wait Time: no action (including other unit entering) can be applied to the tile during Wait Time
13) Work Wait Time: If action (such as road building) happens less than WT hours before TC, it ends not at TC, but exactly WT hours after it started.
Feel free to comment. I'll update the list so that we can have the ideas in one place.
1) global unitwaittime applied to the player
2) global unitwaittime applied based on status of being allied/shared vision/something else? (to the alliance/something else)
3) tc happening at a random time (+- n seconds)
4) actions taken n seconds before the tc would take all the moves for the next turn with a n% probability
5) "workerparalysistime" meaning that the work can't be completed the same turn if the *worker* can see an enemy unit. if the work starts n seconds before tc
6) allowing the player to stay online only before or after the tc maybe with a n minute (like 20) kick if the player is online both sides of the tc (bad language, but you get the point maybe?
7) tc could also be a blackout time with all players kicked out and no one left in for some time like 15 minutes
8) unitwaittime to apply to unit activities outside border
9) apply UWT for all units within X tiles from the unit that moved just before TC
10) freeze time 5h before TC. You can't move any unit nor change its order (road to fort etc) 5 hours before turn change. This+10h unwaittime create buffer, which make this game more turn-based than RTS one.
11) with less than n seconds to the tc there would be a timeLeft/n=lessMoves multiplier to the moves the unit will have next turn. Like with 100 sec n and moving 50 sec before tc the unit would lose 50% of the moves for the next turn.
12) Tile Wait Time: no action (including other unit entering) can be applied to the tile during Wait Time
13) Work Wait Time: If action (such as road building) happens less than WT hours before TC, it ends not at TC, but exactly WT hours after it started.
Feel free to comment. I'll update the list so that we can have the ideas in one place.