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Archived from groups: rec.games.diplomacy (More info?)
I've created game timely02 on USOS as another experiment in encouraging
timeliness. It's similar to timely01 (anonymous, white/grey press,
72/36 hour time controls, strict 24 hour grace). However, instead
of ejecting a player after two late turns, the idea this time is to
cause lateness to be a disadvantage in the game.
Here's how it will work: each time a player is late, there will be
an increasing chance that any subsequent partial press they send may be
rebroadcast to all players. Specifically, if a player's late
count is N, then every time that player sends partial press, there
will be an (N times 5%) chance that I will rebroadcast that partial
press to everyone. I will roll a die or use an equivalent random
number generator to determine whether to broadcast a partial press.
Example: if you're late once, then on every subsequent partial press
you send, there's a 5% chance it will be broadcast. If you're late a
second time, the chance goes up to 10%. If you're late 20 times, you
might as well just broadcast them yourself. But if you're NEVER late,
you'll never be at risk.
Lateness due to judge problems will not be counted against a player.
If there are any abandonments (not that there will be, of course), the
replacements will start with a clean slate.
I believe this should not only be an incentive to be on time, but
also be a disincentive to ally with players who are late, since
their press to you has a chance of being revealed. Thus, late
players should find themselves at a disadvantage in the game.
It should be interesting. I'll report back with the results.
Martin Moore
P.S. Do not reply to my address above; it's a spam trap. If you'd like
to contact me, see my address in the game listing.
I've created game timely02 on USOS as another experiment in encouraging
timeliness. It's similar to timely01 (anonymous, white/grey press,
72/36 hour time controls, strict 24 hour grace). However, instead
of ejecting a player after two late turns, the idea this time is to
cause lateness to be a disadvantage in the game.
Here's how it will work: each time a player is late, there will be
an increasing chance that any subsequent partial press they send may be
rebroadcast to all players. Specifically, if a player's late
count is N, then every time that player sends partial press, there
will be an (N times 5%) chance that I will rebroadcast that partial
press to everyone. I will roll a die or use an equivalent random
number generator to determine whether to broadcast a partial press.
Example: if you're late once, then on every subsequent partial press
you send, there's a 5% chance it will be broadcast. If you're late a
second time, the chance goes up to 10%. If you're late 20 times, you
might as well just broadcast them yourself. But if you're NEVER late,
you'll never be at risk.
Lateness due to judge problems will not be counted against a player.
If there are any abandonments (not that there will be, of course), the
replacements will start with a clean slate.
I believe this should not only be an incentive to be on time, but
also be a disincentive to ally with players who are late, since
their press to you has a chance of being revealed. Thus, late
players should find themselves at a disadvantage in the game.
It should be interesting. I'll report back with the results.
Martin Moore
P.S. Do not reply to my address above; it's a spam trap. If you'd like
to contact me, see my address in the game listing.