Real Timing Systems
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Real Timing Systems
Obviously the timing of the wars is a major issue. Some battles happen very quickly, some happen very fast. We need to figure out a way in which to help keep track of all this.
I recommend that at the start of each post, the following be written:
Players involved in same battle scenario
No going back in history would be possible. So, if I post saying that I am attacking Monty at the above time, then his response should be later than my time. This could be further improved if required to something more advanced wherein if it takes monty 10 minutes to detect my attack, then his post should be timed at around 12:11 PM.
This would synchronize all the participants in a given region. No backlogs are allowed unless they are character building.
Players trying to move from one battle to another
The player leaving the first battle would post their times relative to that battle/region in which they were synchronized as well as saying they are moving to another place.
If the other battle is taking place in history (in above example, other battle taking place on April 20), then that participant has to wait till it becomes April 26 in this battle/region and then some (due to travel time).
If the other battle is taking place in future (in above example, other battle taking place on April 30), then that participant can easily join the new battle provided enough time has been taken into account for travel time. Thus, if the travel time was 2 days, then the participant can take part in the battle. If the travel time is 10 days, then the participant needs to wait till those days are over. In the former case where the participant could have arrived much earlier (April 28 compared to current region time of April 30), then that's too bad for the player. They cannot say they arrived earlier and thus, change the war/battle. They must start at April 30th.
I recommend that at the start of each post, the following be written:
The above time and date is in-game time. This would allow us to know at what time the moves were being made. This way:Date: April 26, 2009
Time: 12:01 PM
Place: Vader, Imperial Mercenary Empire
Players involved in same battle scenario
No going back in history would be possible. So, if I post saying that I am attacking Monty at the above time, then his response should be later than my time. This could be further improved if required to something more advanced wherein if it takes monty 10 minutes to detect my attack, then his post should be timed at around 12:11 PM.
This would synchronize all the participants in a given region. No backlogs are allowed unless they are character building.
Players trying to move from one battle to another
The player leaving the first battle would post their times relative to that battle/region in which they were synchronized as well as saying they are moving to another place.
If the other battle is taking place in history (in above example, other battle taking place on April 20), then that participant has to wait till it becomes April 26 in this battle/region and then some (due to travel time).
If the other battle is taking place in future (in above example, other battle taking place on April 30), then that participant can easily join the new battle provided enough time has been taken into account for travel time. Thus, if the travel time was 2 days, then the participant can take part in the battle. If the travel time is 10 days, then the participant needs to wait till those days are over. In the former case where the participant could have arrived much earlier (April 28 compared to current region time of April 30), then that's too bad for the player. They cannot say they arrived earlier and thus, change the war/battle. They must start at April 30th.
- pawelabrams
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Re: Real Timing Systems
And we have to choose MST (Micras Standard Time) timezone - UTC maybe?
Pavel' Abramovic:, the President of Interland
IRL just a random guy from Poland. Still learning English.
IRL just a random guy from Poland. Still learning English.
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Re: Real Timing Systems
Er... no... I am assuming the whole world is at one time at the start of the war. So, if its 10 AM in Shireroth, then its 10 AM same day in Babkha on the other side of the world.
This time would be set by the judges or the participants at the start of the war.
This time would be set by the judges or the participants at the start of the war.
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Re: Real Timing Systems
Isn't the timezone issue important? Like, if I want to make an attack at midnight, midnight in Nelaga is a very different time from midnight in Babkha, for example. We'd need that clear too.
Andreas
"He showed up three or four years ago and accidentally took over the micronational world by being way more competent and enthusiastic than everyone else. Now he sort of rules us all, but it's a benevolent sort of thing, as far as we know."
~Scott Alexander
"He showed up three or four years ago and accidentally took over the micronational world by being way more competent and enthusiastic than everyone else. Now he sort of rules us all, but it's a benevolent sort of thing, as far as we know."
~Scott Alexander
- pawelabrams
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Re: Real Timing Systems
I've actually thought about both something like UTC, and timezones...
Pavel' Abramovic:, the President of Interland
IRL just a random guy from Poland. Still learning English.
IRL just a random guy from Poland. Still learning English.
Re: Real Timing Systems
The problem with time is that you always have to fudge it to keep reality together. Add to that fact that we're people with personal obligations in real life and can't always post when it's convenient and things get messy. In the example above, if the April 20th battle and the 26th battle are taking place close to another, there's no logical reason the units from the 20th battle should take 6 days to get to the 26th battle other than forcing the system to work, and rules designed to enforce themselves are never very useful.
I strongly recommend keeping 1 minute real life = 1 minute in the war. So if you attack my city in the middle of the night and I don't see it until morning, I would describe the morning after of the battle - any losses that occurred and where the forces involved moved off to. If I neglected to post for 24 hours, when 24-houring me you would describe the next day, likely involving me losing ground in the attack or even retreating.
When writing Jasonian war posts, I always assumed that every day that passed in real life was also passing in the war. So when I skipped posting for a few days, I would try to recap what happened for those last few days with my units. Worked all right.
I strongly recommend keeping 1 minute real life = 1 minute in the war. So if you attack my city in the middle of the night and I don't see it until morning, I would describe the morning after of the battle - any losses that occurred and where the forces involved moved off to. If I neglected to post for 24 hours, when 24-houring me you would describe the next day, likely involving me losing ground in the attack or even retreating.
When writing Jasonian war posts, I always assumed that every day that passed in real life was also passing in the war. So when I skipped posting for a few days, I would try to recap what happened for those last few days with my units. Worked all right.
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Re: Real Timing Systems
Your point about "we have other commitments and can't always post when convenient" is the important one, I think. People should be given at least 24 hour leniency in either direction of the official time. So if someone attacks you, you should be able to post anywhere within the next 24 hours with your response to that attack timed as rapidly as is realistic. Otherwise, with the different timezones of real participants, it just gets messed up. For example, I shouldn't be penalised if someone attacks me at midnight my time and I can only get on every afternoon. I'm still on every day and posting regularly - it shouldn't matter that my timezone and personal situation require me to post it more than five minutes afterwards.
Andreas
"He showed up three or four years ago and accidentally took over the micronational world by being way more competent and enthusiastic than everyone else. Now he sort of rules us all, but it's a benevolent sort of thing, as far as we know."
~Scott Alexander
"He showed up three or four years ago and accidentally took over the micronational world by being way more competent and enthusiastic than everyone else. Now he sort of rules us all, but it's a benevolent sort of thing, as far as we know."
~Scott Alexander
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- Joined: Tue Dec 30, 2008 8:26 pm
Re: Real Timing Systems
the times i said to post are in-game time.. not real world time on which the 24-hour rule is based... in case that wasn't clear.
so, say andreas and I are participating in a battle on April 20th, 1PM in game time, and I post my last response at midnight time attacking Andreas. He can post within 24hours anytime about the response dated April 20th, 1:01PM.... but if he doesn't post within the 24-hours, then i can 24-hour him with a post that would be dated: April 20th, 1:01PM and re-attack him at say 2PM (within the same post if required).
and again, andreas would have another 24 hours to reply to that second attack.
so, say andreas and I are participating in a battle on April 20th, 1PM in game time, and I post my last response at midnight time attacking Andreas. He can post within 24hours anytime about the response dated April 20th, 1:01PM.... but if he doesn't post within the 24-hours, then i can 24-hour him with a post that would be dated: April 20th, 1:01PM and re-attack him at say 2PM (within the same post if required).
and again, andreas would have another 24 hours to reply to that second attack.
- dr-spangle
- Technical Advisor
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Re: Real Timing Systems
If you wanted to be technical you could use the real time on micras based on orbital periods and rotational periods...
http://dr-spangle.com/.junk/mcsstuff/ph ... lock/AJAX/
http://dr-spangle.com/.junk/mcsstuff/ph ... lock/AJAX/