Full Thrust Java test list -- July 2005
Re: Feature request: Null orders
Jon Davis wrote:
> 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.
The *only* problem I see with this is when there are instances when
someone unexpectedly has to go away from a game for a while without
warning or word. Another instance would be when there is preplanned
travel and the game did not finish in time for the travel to occur,
leaving a member of the game out of it for a bit.
Just a couple of pennies worth. ;-)
Mk
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