Full Thrust Java test list -- July 2005
Re: Feature request: Null orders
Noam Izenberg wrote:
>While I'm flooding the list...
>
>It would be great for a "null orders" to be automatically sent for a
>player who does not submit orders for a set amount of time. The time
>limit would be configurable at scenario start, much the vector/
>cinematic choice.
>
>Additional - if all players of a given game send null orders twice in
>a row, he game should be automatically ended.
>
>Additional 2 - If all players are outside combat range in the combat
>phase of a given game, null orders should be automatically generated,
>effectively skipping the combat phase of the turn, since nothing
>could happen there, and moving on to the next maneuver phase.
>
>This would be highly useful for campaign and tournament games, where
>having games completed in some more defined/restricted time limit is
>desirable.
>
>
I've been giving some thought to this myself over the past couple
of days. I've got a number of games that have stagnated.
I can force a game to process with a server command, but it'd be
easier to automate it. It could be a game option field that is
set by Roger's scripts. I think the default should be about 14 days.
Null orders in the movement phase means auto damage control and
no course changes. Null orders for combat leaves the firecontrol
settings the same as the previous turn.
Jon
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