Re: Discuss, please: Delayed GoTo and Real Turn-Based Game
Posted: Tue Sep 17, 2019 3:24 pm
The main problem in playing multiplayer by turns is that people can't do that in large groups; otherwise, we already have phase alterating mode. The time when one can play varies from day to day, or for some players the narrow windows are too close. And we want some interactive mode like "moved a unit, saw a city, checked the wiki, discussed on Discord, deliberated for an hour, had a nap, got a plan, moved another one" - it's what you expect from a game you play once a day. Some option for playing with minimal influence of personal day regime must be introduced. Current solution with unitwaittime is what I don't like since sometimes my playing window spans turn change, movement can't be done the day before or after, so some units I can move only once instead of twice. The solution with ZoI I suggested above gives only minimal and non-global lags, and it is not so difficult to code. Unitwaittime with delayed goto is another one, but it sometimes takes out the interactivity. The solutions with all actions postponed takes away so much game dynamics that the community probably will lose more people than are distracted by current non-ideal rules. The fairness of who moves closer to TC is another problem, I like the idea of gradual gold paying, maybe also the city production and unit refreshing should become globally randomly scattered by the turn (without the abilkinty to cancel orders of previous turn) but that needs some more advanced orders postponing and some more thinking on.Wahazar wrote: In my opinion, original civ's were turn-based game, and freeciv should be the same, regardless of singleplayer or multiplayer mode.
The main factor against such approach is only that people get used to existing hacks and flaws.