[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:Thu, 2013-10-03 06:20 GMT

In my opinion, if a player wants to quit he misses 5 turns in row -

This would mean a player misses the first 4 turns, make one turn, miss again 4..... No, after sleeping one night, I am much more thinking this can not be the right solution.

Does that happen? (Other than by people who explicitly try to game the system.)

What I see happening more likely is that people miss turn 15 due to a problem with their computer, turn 20 because they're on a business trip, turn 43 and 44 due to an illness. Should they now be kicked out of the game if they miss turn 61 because their boss ordered them to work overtime this day?

I would still call that a reliable player. It took me a while to come up with the reliability formula as it is now. It allows to forget yesterday's sins. An unreliable player can become reliably by playing a game with 100% turn rate. And a formerly reliable player can become unreliable by missing turns ("900 of 1000 turns submitted" nominally is a 90% turn rate, but if that means 100 turns missed in THIS game it's bad).

I don't want to give up that ability with a kick-on-turn-miss rule.

I plan on having "reliable players only" games, like PlanetsServer had, but I'm not yet sure how to actually implement these and what the rules would be.

"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 do not see it so, a player missing to much turns in NOT a row is also a problem. For his race and so also for the complete game. And he/she can correct the mistakes with making and uploading each following *.trn.

I want to give them the benefit of the doubt, and assume most missed turns are by accident. See http://planetscentral.com/host/game.cgi/1-First-Steps/turnhistory, e.g. Cylons or Privateers. (Note that "First Steps" was announced as play-it-or-not game, missing turns was "permitted".)

What would be a option, is to set a not played race to self destruction. To High-Tax, disassemble ships turn for turn.... "Just some scripts" that destroy a race with options given in game. Nothing you need to be host. Just self destruction *.trn. But to create such a script would be more work for the admin.

Or does you want to create this scripts and send them to Stefan?

You could probably ask ten people to get twelve answers for this problem. I will consider everything you send me that is technically possible to implement on the server. But I doubt we can come to a conclusion how phasing-out a race could look like. Personally, I consider an empire that sits there stalled a good compromise between giving neighbours stuff and having the neighbours pay a little (e.g. battle starbases). Self-destruction could make it too easy.

And in addition: If a player quits this way he should be banned.

No! He can come back with a another user. So to bann a player is no solution and it would be really

Yep. Better allow to keep a user account and correct mistakes, than tempt them to "cheat" by making a new user account.

--Stefan

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