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an idea for PBEMs

 
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an idea for PBEMs - 7/21/2007 9:45:15 PM   
donnie_1974_texas

 

Posts: 77
Joined: 2/11/2007
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Perhaps there is a reason this is not done, but, why could we not increase the PBEM turnaround speed by effectively allowing each player to do an execution. IE. Something as follows:

1. Japanese player e-mails combat replay & turn orders to Allied player.
2. Allied player watches combat replay.
3. Allied player enters turn orders.
4. Allied player executes.
5. Allied player enters turn orders.
6. Allied player e-mails combat replay & turn orders to Japanese player.
7. Japanese player watches combat replay.
8. Japanese player enters turn orders.
9. Japanese player executes turn.
10. Japanese player enters turn orders.
11. Japanese player e-mails ...repeat...

Thus you get one turn execution per e-mail (or a player sees two turns of activity per sit down session for him) as opposed to two e-mails per turn execution right now.

This would also help with things like air balance numbers and the free recon and react the Allied player has to a/c/base symbols etc.

Curious why this isn't done? Certainly there is a programming reason I am missing.
Post #: 1
RE: an idea for PBEMs - 7/21/2007 10:01:41 PM   
Yamato hugger

 

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Joined: 10/5/2004
Status: offline

quote:

ORIGINAL: donnie_1974_texas

Curious why this isn't done? Certainly there is a programming reason I am missing.


Because that isnt the way GG did it. It would take a major rewrite to change it to that. Maybe WitP 2.

(in reply to donnie_1974_texas)
Post #: 2
RE: an idea for PBEMs - 7/21/2007 10:15:30 PM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: donnie_1974_texas

Perhaps there is a reason this is not done, but, why could we not increase the PBEM turnaround speed by effectively allowing each player to do an execution. IE. Something as follows:

1. Japanese player e-mails combat replay & turn orders to Allied player.
2. Allied player watches combat replay.
3. Allied player enters turn orders.
4. Allied player executes.
5. Allied player enters turn orders.
6. Allied player e-mails combat replay & turn orders to Japanese player.
7. Japanese player watches combat replay.
8. Japanese player enters turn orders.
9. Japanese player executes turn.
10. Japanese player enters turn orders.
11. Japanese player e-mails ...repeat...

Thus you get one turn execution per e-mail (or a player sees two turns of activity per sit down session for him) as opposed to two e-mails per turn execution right now.

This would also help with things like air balance numbers and the free recon and react the Allied player has to a/c/base symbols etc.

Curious why this isn't done? Certainly there is a programming reason I am missing.


I think that simplest and best way to say whay this wasn't done is SYNC - when only one player executes the SYNC is always maintained because the "truth" is alway with that player (in case of UV and WitP = Japanese player = 1st player).

This is why when we play PBEM the Japanese player always sends the textual CombatReport so that Allied player with possibility of out of sync CombatReplay can still know what real "truth" is...


Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to donnie_1974_texas)
Post #: 3
RE: an idea for PBEMs - 7/22/2007 12:19:49 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
It also leaves open the possibility of abuse.  If a player executes the turn after inputting his own orders and doesn't like the results, he just goes back to an earlier save, issues new orders and gets "better" results.  The other player would have no way of knowing he had done that.

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to Apollo11)
Post #: 4
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