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PostPosted: Jul 26 2003 
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Brigadier Gen.

Joined: May 09 2003
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Location: California
This is something I couldn't find in any threads or on your webpage (but then again that might just be me).

How long will 'turns' be?

Also, how will the turn system be set up?


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 Post subject:
PostPosted: Jul 26 2003 
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General
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Just to summarize, SR2010 can be played "Real Time" or "Turn Based".

If playing Real Time, then time constantly progresses and you can give fresh orders at any time.

If playing Turn Based, then you give orders at the end of a day and when you click end turn, the next day (24 hour) period begins. In Turn Based you can not give orders during the day.


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 Post subject:
PostPosted: Jul 26 2003 
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Supreme Ruler

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BTW, in Real Time there is speed control for Pause/Slow/Regular/Fast Forward and at regular speed one day takes about 20sec.

For Turn Based single player there is no time limit but in multiplayer the host can set a turn time limit and there has been discussion of allowing "Banking" of turn time. So you might breeze through 4-5 turns than take a while on the 6th turn.

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 Post subject:
PostPosted: Jul 26 2003 
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Brigadier Gen.

Joined: May 09 2003
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Location: California
I usually perfer turn based game and I know I wouldn't like the kind of restrictions you have. What you might want to do is add more options.

Have 3 turn based options, not only have 1 turn per day, but have a 2 turns per day or 4 turns per day option. I am of coarse assuming there isn't a difference in the way you give orders between your turn based and your real-time playing. Also a way to change between them would be good. If you are engaged in lots of heavy combat, you might want the 4 turns per day on, where as if you are building up your army and trying to get time to go faster, you might want to change to the 1 turn per day option. Would it be possible to implement this without making major changes?


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 Post subject:
PostPosted: Jul 26 2003 
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Supreme Ruler

Joined: Jun 04 2002
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We'll have to look at this in testing, but I see where you are going. It would not be hard for us to make one turn a 1/4 day instead of a full day, though some things only change at the end of day (like sales/purchases of goods) so we'll have to see how well that works during the tests.

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BattleGoat Studios
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 Post subject:
PostPosted: Jul 27 2003 
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Brigadier Gen.

Joined: May 09 2003
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Location: California
Well, a day is a day. A turn can be a day long, but I'm sure there will be times in the game when it is more convenient to have more then one turn per day. Of coarse there will be times when is isn't necessary, like when you are concentrating on research or unit building.


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PostPosted: Jul 27 2003 
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The game engine is designed with separate concepts of "turn" and "day", though by default it was planned to make 1 turn = 1 day.

I had made it easy to have multiple days per turn, but it should also be relatively easy to go the other way (ie 4 turns per day), and make it switchable between. I'll add that to the "wishlist".

-- George.


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 Post subject:
PostPosted: Jul 28 2003 
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Brigadier Gen.

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Location: California
The game already sounds very 'real-time player' friendly. If the variable turns also make it into the game it will make it very 'turn-based player' friendly.

Of coarse time is what will dictate if it is in the game or not.


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 Post subject:
PostPosted: Jul 28 2003 
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Warrant Officer

Joined: Jun 08 2002
Posts: 42
Ah, my favorite subject! It's enough to make one emerge from a many month lurking session. I am very happy to see that the choice of turned-based and real-time gameplay hasn't of yet been axed. Of course, I am partial to the turn-based option. This type of consideration to the end-user is worthy of praise! :smile: Very clever marketing indeed. If both the turn-based and realtime player camps can be pleased Abe Lincoln will "turn" over (or would that be "real time over" :smile:


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 Post subject:
PostPosted: Jul 29 2003 
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Sergeant

Joined: Mar 03 2003
Posts: 17
Did Abe Lincoln advocate user-choice in the TBS vs. RTS debate?

Hm, didnt know that...:wink:

<font size=-1>[ This Message was edited by: Stoffern on 2003-07-29 15:28 ]</font>


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 Post subject:
PostPosted: Jul 29 2003 
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Brigadier Gen.

Joined: May 09 2003
Posts: 652
Location: California
You didn't know that? It was in 'Sid Meier's Gettysberg Address'. :grin:


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 Post subject:
PostPosted: Aug 02 2003 
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Joined: May 03 2003
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Clarification: From the home site and the developer diaries I understand the turns (when using the turn-based option) are simultaneously-executed rather than sequential. Is this correct?

Thanks!


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 Post subject:
PostPosted: Aug 02 2003 
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>"I understand the turns (when using the turn-based option) are simultaneously-executed rather than sequential. Is this correct? "

Yes, that's how it works. Very early on (a few years ago now!) there was discussion about exactly how we would choose to do 'turn based' gameplay. My feeling is that it is easier to understand and play games where the turns alternate - it gives an "instant gratification" to a player's actions; ie, I move my tank to a City, I either get the City right away or get a battle right away, but I know what happened. However, this is not a realistic form of gameplay; instead, while you give the order to move on the city, the unit in the city should get a simultaneous chance to do its own action - retreat out of your way, try to attack you first, etc.

Unfortunately, simultaneous realism gives a "delayed results" effect, ie give all orders first, then see results during resolution.

Popular games such as the Panzer General series, Civilization/Alpha Centauri, etc, have all gone with alternating turns, so it can't be denied that it is a proven mix for a fun and playable game. Far fewer games have tried for simultaneous turn resolution, so it seems we have our challenge ahead of us; however, all things considered, we feel it makes the most interesting and realistic gameplay. Hopefully people find it just as enjoyable.

-- George.


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