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[Discuss] Re: Delays using in game time

Thomas Dalton thomas.dalton at gmail.com
Tue May 2 20:16:46 CEST 2006


> So, if I, the General, arrive in our capital city, having used up all my
> previous turn's hours to get there, I now have 7 hours left (I'm old).
> If I give out orders *right then*, people won't get them until they've
> used up 5 of their own hours.  What if the orders are to move somewhere
> that's more than 7 hours away?

5 hours?  That corresponds to at least the other side of the realm. 
If you're giving orders from so far away, then yes, they're not going
to get there in time.  That's the point.

> Or, worse, what happens if I arrive, see that all is in good shape,
> repair my equipment, and an hour later (in real time) receive a scout
> report showing the entire combined Eston, Carelia, and Norland armies
> marching on our eastern border?  I can't give out any useful orders at
> that point; people won't receive them unless they use up *all* their
> hours for the turn!

Didn't you read the bit about doing things in one hour blocks?

> And what about if I don't want to use up any hours in a turn? Say I'm
> waiting to see if someone will log in to talk to, and if they do, then
> I'll want to set travel, with them, to somewhere.  But if they spent
> some time at the beginning of the turn, I won't know if they've sent me
> a message until I spend some time!

"Do I wait here and see if any messengers arrive, or should I move out
now?" Often a tricky decision, but that's the point.

> Not to mention that it won't do anything to hinder people conducting
> long-distance wars, which was the *primary* reason Tom liked the idea,
> or so I thought.

Sure it does - your very first complaint is an excellent example, a
general 5 hours delay away from his troops can't give out orders and
have them obeyed that turn.  Over even longer distances it might take
more than a turn for messages to arrive.


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