Checkpoint based time keeping

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dgjxqz
Posts: 68
Joined: 07 February 2021, 22:45

Checkpoint based time keeping

Post by dgjxqz »

Currently players are given certain amount of thinking time which ticks even when they are sleeping. With this suggestion, a deadline is given depending on preset checkpoints and when the previous move was performed.
When setting up a table, instead of specifying game speed and playing hours, you specify how many checkpoints, their interval and starting time. If your turn starts between n-1 and n checkpoint, you must complete your turn before n+1 checkpoint.
When automatching, players specifies their active hours, the system will make sure only one checkpoint falls outside their active hours.

Example 1:
3 checkpoints, 8 hours apart, starts at 11am
Players with active hours from 9am to 9pm are qualified to join this table while players with active hours from 1pm to 1am are not.
Lets say game starts at 10am, first player can perform his turn anytime from 10am to 7pm. Lets say he completes his turn at 4pm, the second player can perform his turn anytime from 4pm to 3am.Lets say he completes his turn at 6pm, the third player can perform his turn anytime from 6pm to 3am. Lets say he completes his turn at 9pm, the forth player can perform his turn anytime from 9pm to 11am the next day.

Example 2:
8 checkpoints, 1 hour apart, starts at 1pm
Players with active hours from 1:30pm to 1:30am are qualified to join this table while players with active hours from 6:30am to 6:30pm are not.
Lets say game starts at 6:30pm, first player can perform his turn anytime from 6:30pm to 8pm. Lets say he completes his turn at 7:30pm, the second player can perform his turn anytime from 7:30pm to 1pm the next day. Lets say he completes his turn at 9pm, the third player can perform his turn anytime from 9pm to 2pm the next day.

Example 3:
41 checkpoints, 3 minutes apart, starts at 8pm
If the game does not finish by 10pm, it will continue 8pm the next day.

This also:
1. allow sorting pending tables by their deadlines.
2. minimize the effects of players intentionally stalling games for whatever reasons.

Of course, there should be a default to simplify user interface.
https://boardgamearena.com/bug?id=59570
User avatar
dgjxqz
Posts: 68
Joined: 07 February 2021, 22:45

Re: Checkpoint based time keeping

Post by dgjxqz »

Other benefits:

1. You can only skip a player at the turn he times out. Currently, there are players who skip opponents with time deficit when they are losing the game.
2. A random legal move can be inserted on behalf of timed out player in a multiplayer game so it can proceed as normal, currently if you skip a player the remaining players tie as winners.
3. In tournaments, time allocated to each player is max playing time divided by number of players. This makes allocated time ridiculously short for simultaneous action games. The proposed system does not have this problem.
4. Players know exactly when they need to check for their turns, less time wasted waiting for opponents to move.
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