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Re: [haggis] Rounds
On Fri, Jul 02, 2004 at 08:40:13AM -0700, Chris Nash wrote:
> > The biggest thing is that I really, really think we
> > need to break this sucker into rounds somehow.
>
> This is surely the biggie. I have a strange feeling that instigating rounds might fix a lot of the
> perceived problems. It's not so painful to be "goal-less" at the beginning of the game if everyone
> else is in the same situation, and everyone else proceeds at the same rate.
I totally agree. The changes I continue to make will still work in a turn-based haggis too. However, I want a consensus on what actually happens in the game before I go ripping into the code.
> It may be a lot simpler than we're making it. Maybe something as simple as an "offers" phase
> (players can make unlimited offers in this phase, but no trades allowed), then a "trade" phase
> (players must accept or reject their offers. Maybe a maximum of one offer allowed to be accepted
> per player in this phase, maybe the maximum is a game option).
This is pretty close to the idea last week of allowing no trades until everybody has thrown out an offer, or a timelimit has passed.
> The offers phase needs to be a bit more controlled than it is now - it is going to have to be
> guaranteed that *all* the offers a player makes could be honored in the trade phase.
I'm still hesitant to do that. I think making offers you can't necessarily pull off isn't a bad thing. And, who's to say that my first trade won't make my second trade work?
(By the way, when is the game with cards "beltran", "schilling", "rodriguez", "sukuki"?)
But, to expand on the idea. I've made and read several suggestions that there be an offer phase, then trading is open. At what point to I close trading for another offer phase? And can offers still be created during the trading phase?
Do I need to add a "pass" command so a player can say they want to wait out the turn but don't want to hold up the game? Can that "pass" be rescinded?