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Old May 26, 2003, 21:49   #1
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Timely Turn Playing
It's now over 24 hours since PUT-2106 was hung on the turn posting thread.

Do we want a default whereby after 35 hors (or some such period) I play any recalcitrant faction's turn using the last decisions they made re moves?

G.
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Old May 26, 2003, 22:10   #2
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Yes, but I'd say 48 hours. 24 is good as a general rule, but sometimes for some reason it may go over. I'd gve them some leway.
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Old May 26, 2003, 22:10   #3
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Sounds fair, allows for timely turn playing without sacrificing too much for the offending factions.
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Old May 26, 2003, 22:13   #4
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Archaic if he is the chief researcher posted recently that he was completing some important coursework ( we've been there) and all his game involvement was delayed.

I personally would give the PUT some latitude.
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Old May 26, 2003, 22:15   #5
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IIRC GT plays the turns ATM.
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Old May 27, 2003, 05:30   #6
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We both play the turns, but last night I had quite a lot of homework of my own. I'll play the turn as soon as I get some other stuff cleared up...
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Old May 27, 2003, 10:33   #7
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I'd go with Drogue, 48 hours, and I suggest that when that time expires Googlie simply opens the game and presses end turn, saves and sends it on. That should keep people moving, eh?

-Jam
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Old May 27, 2003, 11:13   #8
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Quote:
Originally posted by Jamski
Googlie simply opens the game and presses end turn, saves and sends it on.
-Jam
That's a bit draconian - no?

Most of the factions have scoped out their moves in advance, subject to pod-popping fine tuning, so I'd suggets just "following orders"

Of course, your suggestion would really spur things on - nobody wants to lose that vital turn advantage

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Old May 27, 2003, 11:16   #9
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Exactly, Googlie. If leaving the turn for you to play has no disadvantages, then teams might do it more often. Losing a turn's movement (but not the production, obviously) would be a moderately bad penalty, but not crippling.

-Jam
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Old May 27, 2003, 16:02   #10
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Old May 27, 2003, 16:17   #11
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If there is a reason, as there usually is for us it seems, maybe that is a bit harsh. I mean, if one of us had an accident, or was taken ill, or was cut off, or something. Maybe after 36 hours the team is notified that someone else should play the turn, after 48 Googlie just plays it?
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Old May 27, 2003, 16:47   #12
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Quote:
Originally posted by Drogue
If there is a reason, as there usually is for us it seems, maybe that is a bit harsh. I mean, if one of us had an accident, or was taken ill, or was cut off, or something. Maybe after 36 hours the team is notified that someone else should play the turn, after 48 Googlie just plays it?
How about a compromise? Factions get two warning/notifications about playing the move late, then Googlie end the turn on the third late play and after. That should keep factions from getting into the habit of being late.
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Old May 27, 2003, 16:51   #13
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Quote:
Originally posted by Jamski
Losing a turn's movement (but not the production, obviously) would be a moderately bad penalty, but not crippling.
-Jam
Right on !!

Completed Colony Pod just sitting idle in a base for a turn, scout standing admiring the nearby mindworm instead of attacking it, stockpiling energy for a turn, etc etc

Big incentive to play the turn.

I like D's and SU's suggestion:

24 hours - Normal turn rate
first warning
36 hours - abject excuses accepted (use wit and imagination, though)
second warning
48 hours - Googlie plays a "static" turn

Do we need a yes/no poll?

G.
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Old May 27, 2003, 16:58   #14
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Yes we need a poll (is it still old rules, constitution changes need 2/3 of the vote?)
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Old May 28, 2003, 00:26   #15
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Please post link when poll is made...
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Old May 28, 2003, 03:56   #16
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Here is the link to the poll as requested

-Jam
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