[Discuss] Theoretical realistic messaging
James Spadaccini
TheKobald at tampabay.rr.com
Mon May 1 17:35:56 CEST 2006
Gloria Santos wrote:
>
>
> On 5/1/06, *Tom* <tom at lemuria.org <mailto:tom at lemuria.org>> wrote:
>
> Tom schrieb:
> > Absolutely. The magic will be in making delays that are useful for
> > gameplay, but small enough that it is too much of a burden to copy
> > everything to some OOC system.
> >
> > If the delay were on the order of hours, instead of days, I
> think most
> > people wouldn't take the trouble except in cases where they're
> already
> > talking on IRC, etc. anyways.
> The more I think about it, the more I like the idea. Because it also
> solves a few other gameplay issues.
>
> For example, if you get informed about distant events and receive
> orders
> with a delay of a few hours, the turn times aren't the single optimal
> times to log in anymore, and people would probably feel more free
> to log
> in whenever it suits them.
>
>
>
>
>
> The delay would mean they would have to log in just before turn change
> to make sure all the messages of the turn have arrived, follow those
> orders, then wait for the turn change to get scout reports so that
> they get to the general in time.
>
> So it would only tie people more to turn change time.
>
> Some people can only log in once a turn, and it would be hard to play
> if at the time they log in orders have not arrived.
Further more only the active generals, the ones who can log in as soon
as the turn happens, are going to be good generals. The others orders
won't be received, sometimes, because of sending them so late in the
turn. This is going to cause only active people to be elected or
appointed as generals.
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