LOGIN
User Name
Password
Remember me


Register...Forgot password?
Main menu
Leagues
Gonzaga
Blue Max
Cartagena
Wooden Ships...
King Me!
VampiRing
Forum Message
Previous messagePost a replyNext message

City:Osaka JP
Personal Data:Male,
Membership16years 201days ago.
Last Login5h 52' ago.
Last Move17h 22' ago.
markrendl is currently Offline!Send a mail to markrendl


Message header
Area/Game:Blue Max
Topic:Rules
Subject:Re: Establishing Tailing Loop Priority
Posted by: markrendl - 3years 241days ago.
Message text
Electro wrote:
markrendl wrote:
A proposal for breaking tailing loops.


I was thinking about something a little simpler than this, (last person to put their tailing move in loses) but this is interesting.

However, the first issue I have is the code to detect the loop in the first place, and when to do it. I have a few ideas sketched out.

Then, once a loop is determined, are you suggesting that the game Automoves the lowest scoring player?

If not, then what? I could delete the last move made by the player (the tail) but then I'd have to also not allow a tail by that player, and also let the player know why, which in some situations might be used to advantage (knowing that the player you are tailing is tailing another ... who is tailing you.)

Happy to work on this, but trying to keep it simple, and therefore achievable.

Electro


Hmmm, I hadn't really considered this a coded addition, just something players could refer to when the situation arose.

Certainly coding it would speed up play considerably. However, I'm not sure just automoving the lowest priority player would be a very fair result.

I guess ideally, if you were to code it, I think it would be better to generate an email to the player in question and give him a week to enter a move, then automove if he didn't do so.

I'm not a coder, so I'm not sure how easy that would be to implement. The game already sends email to players who've not turned in orders and in danger of automoving I believe, so maybe something similar could be done with that?

I think it would be challenging to code the evaluation of complex tailing loops which a human can pretty easily figure out at a glance. Thus, my thinking players would sort this out manually, assuming we get a consensus on the rule.

regards,

markrendl


Back to the messages list
Messages thread
Posting elapsed timePosted bySubject

3years 242days markrendl [BM][RULES] Establishing Tailing Loop Priority
3years 241days Electro Re: [BM][RULES] Establishing Tailing Loop Priority
 3years 241days markrendl Re: [BM][RULES] Establishing Tailing Loop Priority
  3years 238days Electro Re: [BM][RULES] Establishing Tailing Loop Priority
   3years 237days markrendl Re: [BM][RULES] Establishing Tailing Loop Priority
    3years 237days Electro Re: [BM][RULES] Establishing Tailing Loop Priority
     3years 237days markrendl Re: [BM][RULES] Establishing Tailing Loop Priority
Next thread
Posting elapsed timePosted bySubject

3years 231days Sabelkatten [WS&IM][BUG] Game 854649
3years 231days Electro Re: [WS&IM][BUG] Game 854649
3years 231days Electro Re: [WS&IM][BUG] Game 854649
 3years 231days Sabelkatten Re: [WS&IM][BUG] Game 854649
  3years 231days Longneck Re: [WS&IM][BUG] Game 854649
Previous thread
Posting elapsed timePosted bySubject

3years 248days Lazlo [BM][OT] Tailing loop
3years 247days Electro Re: [BM][OT] Tailing loop
Page generated in: 30.46875 milliseconds.