[Posting] Re: List of missed turn
From:streu
Thread:List of missed turn
Forum:Titan 1
In reply to:Re: List of missed turn
Date:Wed, 2013-10-02 18:00 GMT

I do not like C-Player. They are so weak, esp. against Privateer and Crystal. This 2 "ship stealing races" can get so powerfull with C-player enemys.... So I think "no player" is much better than any "C-Player" I know. Additional: What I not liked on http://www.high-command.net was that there was a C-Player ignoring alliance status and Admin was not able to solve the problem. I propose that Stefan choose the (from my point of view) only usefull option and drop the players from a game after x missed turns without using C-Player.

What I had in mind was not a C-Player, but a really simple damage control program: give them some safe-tax, maye load ships with fuel, or possibly even run PCC2 auto tasks. These are the things that make trouble when you accidentally miss a turn.

X may be 3 or 5 or depending from runtime of the game. 1 missed turn in the first 3 turns, 3 missed turns in the first 15 and 5 after turn 15. Let us say not turns in a row, completly in runtime of the game. Users dropped may be replayced by another Human player till turn 40. After turn 40 let the race die in each case.

"Over lifetime of the game" means there is no way to ever correct a past mistake. I would go for a "in a row" scheme.

I'm not sure whether I'd want to let a race die (as in "killrace"). This probably increases the disruption.

--

For this game, I had sent notifications to the four missing players, but so far not got any response.

I can take them out of the game (=make the slots open for join as replacement to increase the chance of turn submission) if you wish.

--Stefan

This is a testing version.
It may be incomplete, and have more bugs (or features) than the public live version at planetscentral.com.