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Multiplayer: mitigating inactiveness

Posted: Sat Jan 02, 2016 11:27 pm
by Hardeep
I suggest that if the player misses a turn abd is skipped (24 hrs), the time he has to take his next turn is reduced by 5hrs ONLY if it is the first turn if he played the last turn or it is turn nr1. On a second turn skip (in a row) it is reduced by 6hr. On the next consecutive skip it is reduced by 5hrs
When the time take turn counter reaches 0hrs to take turn (before being skipped), auto kick occurs

If a player takes his turn, 1 hr is added back to the timer, capping at 24hrs
Obviously not a perfect system, but what do you think?

Re: Multiplayer: mitigating inactiveness

Posted: Sun Jan 03, 2016 1:39 am
by DoomCarrot
I like a lot, but how about a much simpler system, of... say...

each time you're skipped, you lose 5 hours until kick, every time you take a turn you gain 1 hour.

Rather than that weird 6 hour thing and the first turn stuff, not really sure what you meant there. :?

Re: Multiplayer: mitigating inactiveness

Posted: Sun Jan 03, 2016 1:49 am
by Hardeep
Fine, i just wanted for it to be harsher for a repeated offender :twisted:

Re: Multiplayer: mitigating inactiveness

Posted: Sun Jan 03, 2016 3:33 am
by DoomCarrot
Yeah, I know what you mean... Maybe make it -10 hours each time, that way its only 3 times until your out.

Re: Multiplayer: mitigating inactiveness

Posted: Sun Jan 03, 2016 4:33 am
by Hardeep
DoomCarrot wrote:Yeah, I know what you mean... Maybe make it -10 hours each time, that way its only 3 times until your out.
How bout we make it -12 and tear them a new pooper?

Re: Multiplayer: mitigating inactiveness

Posted: Sun Jan 03, 2016 5:23 pm
by RiverRaider 1097
Lol you guys are killer, but yes some kind of auto skip would be awesome, you can't win em all. I say accommodate the ones that are serious? )