Simultaneous turns without rules changes...
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- Elvish_Pillager
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Simultaneous turns without rules changes...
Simply put, the idea is this:
A player whose turn it is not may make any move (INCLUDING attacking, supposing that the victim has already moved) which could not affect the turn of any player before him. (These moves would not be displayed to the players before him until his turn rolls around.)
In practicality, that would be: any unit of the subsequent player can move provided that it does not start at or pass through any square that could be reached (for ZoC or attack if the unit is an enemy, but only for the unit's presence if it is an ally) before his turn by any unit controlled by a player, from the player whose turn it is to him.
In other words, in a limited subset of circumstances, you would be able to queue up moves to be made when your turn comes.
As I see it, this would be most useful for large battles - often, two pairs of players facing each other at distant areas would be able to battle it out twice as quickly, considering that they aren't likely to interfere with each other.
(by the way, there are major difficulties between this idea and the presence of Fog or Shroud. Also, if there are [event]s in the map, triggering any would cause similar problems. Ideas to solve these issues are quite welcome.)
A player whose turn it is not may make any move (INCLUDING attacking, supposing that the victim has already moved) which could not affect the turn of any player before him. (These moves would not be displayed to the players before him until his turn rolls around.)
In practicality, that would be: any unit of the subsequent player can move provided that it does not start at or pass through any square that could be reached (for ZoC or attack if the unit is an enemy, but only for the unit's presence if it is an ally) before his turn by any unit controlled by a player, from the player whose turn it is to him.
In other words, in a limited subset of circumstances, you would be able to queue up moves to be made when your turn comes.
As I see it, this would be most useful for large battles - often, two pairs of players facing each other at distant areas would be able to battle it out twice as quickly, considering that they aren't likely to interfere with each other.
(by the way, there are major difficulties between this idea and the presence of Fog or Shroud. Also, if there are [event]s in the map, triggering any would cause similar problems. Ideas to solve these issues are quite welcome.)
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
- Elvish_Pillager
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Healing: the moving unit could be displayed as getting its healing when you move it. Remember, the actual effect is that the move is queued up. Similar solutions work for the other issues.Boucman wrote:that would interact very badly with healing, posessing villages and ally leading.....
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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- Elvish_Pillager
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Huh?
The important thing about this proposal is that it's actually just a UI convenience. When looking at what actually happens (i.e. the replay) there are no underlying rules changes. Your opponent can't do anything to you that he wouldn't be able to do under the current system.
The important thing about this proposal is that it's actually just a UI convenience. When looking at what actually happens (i.e. the replay) there are no underlying rules changes. Your opponent can't do anything to you that he wouldn't be able to do under the current system.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
The biggest problem I can see for this idea is for the player that queues their moves. They are essentially making their moves without knowing where all the units on the map are going to be at the start of their turn. That could lead to some tactical blunders.
Hokey religions and ancient weapons are no match for a good blaster at your side, kid.
- Elvish_Pillager
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That is true. It is technically a tactical disadvantage to make any move before your turn. HOWEVER, the most widespread use would be in situations isolated from each other by more than one turn of movement, and thus, that would likely not have that much tactical effect on each other...
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.