Full Thrust Java test list -- July 2005

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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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