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Shinare
Warrant Officer
Joined: Tue Aug 13, 2002 2:00 am Posts: 92 Location: USA
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Is there a way to allow players who cant play every day to save up an ammount of the turns they are not using to play with when they can?
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| Sat Aug 17, 2002 11:10 pm |
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Vid Kid
Commander
Joined: Sun Feb 25, 2001 3:00 am Posts: 1838 Location: Guam USA
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quote:
Is there a way to allow players who cant play every day to save up an ammount of the turns they are not using to play with when they can?
Sorry , not possible with TWGS 3.11.XX
But maybe in the future with TWGS 4 it may be added,
called accumulated turns (if it happens).
keep your fingers crossed
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| Sun Aug 18, 2002 3:07 am |
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Shinare
Warrant Officer
Joined: Tue Aug 13, 2002 2:00 am Posts: 92 Location: USA
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OK, fingers are crossed 
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| Mon Aug 19, 2002 8:44 am |
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Rave
Ambassador
Joined: Thu Feb 07, 2002 3:00 am Posts: 537 Location: USA
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quote:
Is there a way to allow players who cant play every day to save up an ammount of the turns they are not using to play with when they can?
This currently isn't possible with v3. It's been discussed numerous times as something to consider in future versions of the game. And it might very well happen given time. However, I should point out that even if a turn saving system is added to the game, players who play every day rather than every other day or once a week will maintain a serious advantage over "part-time" players.
Lisa M. Cutler
aka Rave
EIS Product Support
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| Tue Aug 20, 2002 10:36 am |
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DEMON
Chief Warrant Officer
Joined: Thu Aug 15, 2002 2:00 am Posts: 166 Location: USA
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Rave has a good point. Think about this. Lets say you saved all your time up for a week. Then you go in to play and as soon as you leave fed space you hit a bunch of mines and blew up. You just lost all your turns and didnt get to take but 2 or 3.
(.)(.)
DEMON
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| Tue Aug 20, 2002 11:32 am |
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Shinare
Warrant Officer
Joined: Tue Aug 13, 2002 2:00 am Posts: 92 Location: USA
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quote:Rave has a good point. Think about this. Lets say you saved all your time up for a week. Then you go in to play and as soon as you leave fed space you hit a bunch of mines and blew up. You just lost all your turns and didnt get to take but 2 or 3.
(.)(.)
DEMON
Certinly, but saving say a max of 3 days worth of turns would give the guy who's wife wants some "quality" time a chance to miss a day and still use them turns. I know my wife would appreciate it! Or if you go on a camping trip over the weekend, you can come back and play your two days worth of turns and your fellow corp-mates wont hate you for takeing a weekend off. You are absolutly right about makeing it a habbit, which I would think makes the better point of "Why not add it?". It will make it a little easier on someone who misses every now and then, and help everyone else becasue of your point, he who snoozes, loozes.
---visit tribeam.kicks-ass.net and give my computer something to do!
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| Wed Aug 21, 2002 2:28 pm |
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craig
1st Sergeant
Joined: Sat Feb 24, 2001 3:00 am Posts: 35 Location: USA
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Turn accumulation is something I think the game is in dire need of. Who can log in religeously every day to play their turns? If you happen to be unemployed or retired you can do it, but 98 percent of the people out there can't. Yea, there may be a disadvantage in not playing every day, but that's still a lot better than "use them or lose them."
_________________ [url="mailto:craig@franknputer.com"]craig@franknputer.com[/url]
[url="telnet://franknputer.com"]telnet://franknputer.com[/url]
http://franknputer.com
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| Tue Sep 10, 2002 12:23 am |
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Cokelvr
Staff Sergeant
Joined: Thu Mar 22, 2001 3:00 am Posts: 10 Location: USA
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Just my .02 here I am not sure I like the idea of rolling over turns.That is why they get replenished hourly is it not? Rolling over might make for an unfair advantage.
Elric
_________________ Coca Cola. The pause that Refreshes!
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| Mon Oct 07, 2002 8:48 pm |
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DEMON
Chief Warrant Officer
Joined: Thu Aug 15, 2002 2:00 am Posts: 166 Location: USA
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I have changed my final answer. I believe that saving turns would be one of the best ideas.
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Just my .02 here I am not sure I like the idea of rolling over turns.That is why they get replenished hourly is it not? Rolling over might make for an unfair advantage.
Elric
--------------------------------------------------------------------------------
Coca Cola. The pause that Refreshes!
I dont see how that makes an unfair advantage to the replenishing every hour. I thought the reason behind the replenishing was so that if you ran out of turns you could wait till the next hour to get back to secure space. I think that saving turns would help alot of us married folk (Cause my wife cant stand my computer). And some of the younger folk who seem to get grounded every week. I dont see how it could be a major issue. Well I think I hear the wife calling.
DEMON
(oyo)
_________________ l A_A
l ( o o )
l \_I_/
l DEMON
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| Tue Oct 08, 2002 1:23 pm |
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Xentropy
Lieutenant J.G.
Joined: Fri Apr 05, 2002 3:00 am Posts: 332 Location: USA
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quote:Originally posted by DEMON
Rave has a good point. Think about this. Lets say you saved all your time up for a week. Then you go in to play and as soon as you leave fed space you hit a bunch of mines and blew up. You just lost all your turns and didnt get to take but 2 or 3.
Actually, I'd thought about this before and came up with a pretty good idea that I'm still hoping will make it into v4.
First, have turns/day and max turns settings separately, so you can accumulate turns up to a max the sysop can also set. This would mean if a sysop doesn't like turn accumulation, they could set max turns equal to turns/day and be done with it.
Also, to fix the problem with dying with days worth of turns the moment you leave homespace, my idea would be to lose one day's worth of turns at death rather than just "all your turns". If you don't have one day's worth of turns, death would send you negative.
If you still have turns left, you could reenter the game immediately and be in sector 1 in a scout with however many turns you've got left. If your turn count goes negative, you can't enter the game until your turn count goes positive. So even if you do play daily, if you die near the beginning of your turns, it may not be a full 24 hours before you can play again. And no more reliance upon "midnight" or "extern" by the game. If you happen to go positive at 9pm, you can enter then, no waiting until midnight.
Along with this could be a sysop setting on how to treat photons. Photons could either be a "drop to zero turns" classic treatment, or a new "lose one day's worth of turns" treatment (with zero as a minimum--no hitting someone with a hundred photons in succession while helpless to move to take them semipermanently out of the game). The effect of this setting would be that if you have a bunch of turns saved up, you may still be able to move after being hit by a photon.
_________________ Creator of the TWGS Data Access Library
http://twgs.xiuhtec.com
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| Sat Oct 12, 2002 4:36 pm |
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