For #1, not knowing how the backend is here, I am assuming there is a column for extensions that is 0,1,2. So I would multiply that number by 24 (if hour increments) for current games and default to 48 for new games. Then in the UI change it from a button that said add time to be a drop list that defaulted to add how many hours. Then the options underneath would be 1-48 (removing any spent). On the backend it removes the count (like it does now), so if was 48 and I used 8, now the count is 40. Then in the messaging say dough_boy added time would become dough_boy added x hours.
And I know you will say I don't know what I am talking about. It is true that "a lot of work" is subjective. If this was functioning as how I outlined I would think it would only be a handful of hours of work. But if it isn't designed like this then it could be a lot more. But ULTIMATELY it shouldn't be about how much work it is. IF people want it, then it should be put up against other competing ideas. If you have 10 hours to devote and this is 20, well, it gets shelved, etc.
For #2, I want to point out that this is TWO different ideas. They are not together. So if #1 (here) isn't, #2 might be considered, etc. I guess I could see someone always adding time knowing it would be given back if not necessary. But I would have to add it when it is my partners turn, or my turn for me. Even if I did this every time and I started with say 44 hours, what does this ultimately hurt? If I take 44 hours, I have used it (and only have 2). If I take 20 hours, I get it back, but I still took my turn within the originally allotted time and nothing changed. So I don't really see the benefit of always clicking it unless it is truly needed.
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All this being said, please explain to me from your viewpoint using an example how only players trying to win would click the add time button? Like what strategic advantage is it to be pressing the button every turn, etc.
For #1, not knowing how the backend is here, I am assuming there is a column for extensions that is 0,1,2. So I would multiply that number by 24 (if hour increments) for current games and default to 48 for new games. Then in the UI change it from a button that said add time to be a drop list that defaulted to add how many hours. Then the options underneath would be 1-48 (removing any spent). On the backend it removes the count (like it does now), so if was 48 and I used 8, now the count is 40. Then in the messaging say dough_boy added time would become dough_boy added x hours.
And I know you will say I don't know what I am talking about. It is true that "a lot of work" is subjective. If this was functioning as how I outlined I would think it would only be a handful of hours of work. But if it isn't designed like this then it could be a lot more. But ULTIMATELY it shouldn't be about how much work it is. IF people want it, then it should be put up against other competing ideas. If you have 10 hours to devote and this is 20, well, it gets shelved, etc.
For #2, I want to point out that this is TWO different ideas. They are not together. So if #1 (here) isn't, #2 might be considered, etc. I guess I could see someone always adding time knowing it would be given back if not necessary. But I would have to add it when it is my partners turn, or my turn for me. Even if I did this every time and I started with say 44 hours, what does this ultimately hurt? If I take 44 hours, I have used it (and only have 2). If I take 20 hours, I get it back, but I still took my turn within the originally allotted time and nothing changed. So I don't really see the benefit of always clicking it unless it is truly needed.
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All this being said, please explain to me from your viewpoint using an example how only players trying to win would click the add time button? Like what strategic advantage is it to be pressing the button every turn, etc.