Advertisement
Jozrael

Triton Time Options

May 21st, 2014
183
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 1.53 KB | None | 0 0
  1. 1: Full Real Time.
  2. This is the default, and what we started with (minus my testing shenanigans last night). We can play at 1x speed, 2x, or 4x (we are at 4x). Normally a tick is every hour and a cycle every day. At 4x, ticks are 15 minutes and cycles are every 6 hours. I believe ship speed is likewise impacted. If we do this I'd like to play at 1x.
  3.  
  4. 2: Real Time with pauses.
  5. For example, we could play from 10AM PST to midnight PST. Since I'd have to be the one pausing it it'll have to be a time frame I can make, but I'm open to a different one. If this was the case I would want to run at 2x speed. This prevents the scenario (for most of us) of having an attack launched just as we go to sleep and be on our doorstep when we wake. However, it's not innately fair as we are unequally impacted by work and sleep schedules.
  6.  
  7. 3: "Real Time" with pauses and jumps.
  8. At this point I think I'd rather move to turn based, I don't see a fair AND efficient way to poll for when we should jump in a larger game.
  9.  
  10. Turn based: The way this works is we have a time window X to submit our turns, upon which Y time in game passes, and a new time window X opens. X and Y are independent. X can be 1 6 8 10 12 18 24 48. Y can be (in ticks) 1 6 8 12 24 (a full cycle).
  11.  
  12. 4: Full turn based.
  13. We could have an 8 hour window upon which 24 ticks pass (a full cycle)
  14.  
  15. 5: Turn based with pauses.
  16. Say a 1 hour window in which say 6 ticks pass (we would pause the game overnight...this would go slower as we would require everyone to be online simultaneously).
  17.  
  18. Thoughts?
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement