1 minute turns only seems appealing to sametimers really. In general that would be terrible for a new player to stumble into a 1 minute turn. It's already bad enough they rock up to a sametime turn with no clue.
i like the idea of #1. so as players aren't waiting, for the other player to trade as the time ticks down..last second trading, potentially missing turn or adding time yawwnn.
so..to be clear.
If the trades are ascending..the same value for all players
if they choose to trade on that round? i'd agree with that.
On another thought about trading cards...in sametime games, especially 1v1 cap games, getting a trade can be a bad thing at the wrong time. because you might be in a race scenario to kill a cap or have your capital killed. the extra task of clicking on those cards to trade, or to even skip, is potentially a loss. A toggle option to auto trade (when you get a trade) would be ideal. Having a trade shouldn't be a a disadvantage in a risk game..unheard of!
I'd prefer add time was disabled from sametime too. players use it to turn the game basically into a consecutive game which kind of defeats the purpose of sametime.
btw..to all the same time haters.. real wars are fought at the same time!
Right now..the main glitch, is ..when a player kills someone, their time is added, but for the rest of the players they only see their own timer, and when that runs out, their clock shows 00:00. It's an unknown. A spectator can see what time the killer has left. If you log off, you can see his timer. If you refresh, you get to see it for a split second before it shows 00:00.
..
My suggested improvements..
Add time disabled.
Auto trade (toggle option)
A fix for the Glitch mentioned.
I'm also liking Machiavelli's suggestion about set trades per round, because currently, the way it's being used, it's another time manipulation..waiting, to trade last for a bigger trade, adding time to do it.
Would like to hear other same timers thoughts
1 minute turns only seems appealing to sametimers really. In general that would be terrible for a new player to stumble into a 1 minute turn. It's already bad enough they rock up to a sametime turn with no clue.
i like the idea of #1. so as players aren't waiting, for the other player to trade as the time ticks down..last second trading, potentially missing turn or adding time yawwnn.
so..to be clear.
If the trades are ascending..the same value for all players [i]if they choose to trade[/i] on that round? i'd agree with that.
On another thought about trading cards...in sametime games, especially 1v1 cap games, getting a trade can be a bad thing at the wrong time. because you might be in a race scenario to kill a cap or have your capital killed. the extra task of clicking on those cards to trade, or to even skip, is potentially a loss. A toggle option to auto trade (when you get a trade) would be ideal. Having a trade shouldn't be a a disadvantage in a risk game..unheard of! :)
I'd prefer add time was disabled from sametime too. players use it to turn the game basically into a consecutive game which kind of defeats the purpose of sametime.
btw..to all the same time haters.. real wars are fought at the same time!
Right now..the main glitch, is ..when a player kills someone, their time is added, but for the rest of the players they only see their own timer, and when that runs out, their clock shows 00:00. It's an unknown. A spectator can see what time the killer has left. If you log off, you can see his timer. If you refresh, you get to see it for a split second before it shows 00:00.
..
My suggested improvements..
Add time disabled.
Auto trade (toggle option)
A fix for the Glitch mentioned.
I'm also liking Machiavelli's suggestion about set trades per round, because currently, the way it's being used, it's another time manipulation..waiting, to trade last for a bigger trade, adding time to do it.
Would like to hear other same timers thoughts