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How long should people have before they can quit and not receive a loss?  

30 members have voted

  1. 1. How long should people have before they can quit and not receive a loss?

    • 30 seconds
      1
    • 1 minute
      24
    • 1 minute, 30 seconds
      1
    • 3 minutes
      6


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Posted

everyone who feels dirty for taking the immoral path and voting to get rid of Westwood's own Rules, you can make amends for your sins. Vote for 3 Minutes, which is exactly as Westwood made Emperor.

Posted

Nav, due to the experience of the game play one has, it might be a good idea to review the 3 min rule. Remember that you're not voting for the official ladder, but for a Fed2K ladder.

Posted

The three minute rule was decided on by Westwood after extensive playtesting, and so it should stay. It's not our position to screw with the game's balancing.

Posted

The three minute rule was decided on by Westwood after extensive playtesting, and so it should stay. It's not our position to screw with the game's balancing.

Of course not, we're only the people who play the game, we don't matter at all, eh? ::)

Posted

Well according to westwood it has nothing to do with balance, Duke Leto. It was implemented to give an escape for people stuck in a game with a lagger, and to (at least slightly) deter people from rigging many games in a row. Three minutes is a completely useless deterrant for rigged games. So you have to wait three minutes, who cares? They're still going to do it. Since our ladder will obviously be small and we can control it, we can sift out cheaters ourselves. If you had more online experience you would know how ridiculously long three emperor minutes is. I have completely killed someone in less than three minutes before. They didn't quit, they didn't chicken out. I completely defeated them. Every unit gone. In less than three minutes. 9 times out of 10 people quit because they're losing and can't take it, not becuase the game is laggy. If the time limit were one minute or less, there wouldn't be that problem (although somehow I imagine Nav will still find ways to quit even at one minute, after all he has been known to quit when his scouts are killed in the middle-map)

Posted

I have been in games that run fine for a minute or two, then slow down. As more units start to show up, lag can occur on boderline computers.

Besides, the three minute rule helps deter cheese tactics like rushing and Ix bombs.

Posted
Ok 1 minute it is. There should be more polls coming within the next few days on the full set of rules.
What? You're going to change the QM settings now, too? Bah, well I won't be playing this ladder.

I mean, not to sound to Navaros-ish, but if you're going to change all of the settings, this whole "ladder" is a farce.

Posted

I agree one min seems to little of time, as soon as the n00b with his sets on high builds his first fremen the whole game comes to a stop ... I was hoping the two min idea would catch on since I knew only a few would vote for the 3 min rule to stay.

But as far as I know, no one said there is just one ladder. I am hoping ppl will still want to match up using QM.

As fas as settings being changed, you could always pick your sets when you hosted a BC game so there isn't much difference. Don't worry about sounding Nav-ish, only one person here can do it well enough, we won't confuse you two. ;)

Posted

I think I may start playing Emp over the Fed2k ladder, but since I don't play Emp currently I won't vote. That's okay, because the way things look now it's going to be one minute anyway :)

Posted

If everyone finds 1 minute too short we can always increase it. And other settings like the amount of cash to start, etc all have to be decided upon still.

Posted

Well the FED2K staff will have control so it's not like it's written in stone. And Duke you are fogetting that emperor records its time in emperor minutes, not real minutes. If you have a lagless game moving at breakneck speed and play for two minutes, it's the same to emperor as playing a laggy game for five minutes. Time in emperor is relative to the game speed. Its extremely rare for a game to go laggy after a minute and thirty seconds of good play. It can happen at any time, and it tends to happen extremely late in the game, like, say 20+ minutes for most people. And we aren't going to set the limit that high, that's absurd. If the game is going to be permanently laggy it'll almost always be laggy at the start of the game too. The time I guess can also depend on the settings that are chosen. QM settings make for some early action, but 5k with no pre is the opposite, giving more time before battle starts to happen. But generally, on all settings, the only thing moving before one minute has passed is scouts. 2 minutes is too much for QM setts, although I wouldn't object if the settings were less rushing-permissive. In QM I usually have my force at mid-map by two minutes.

Posted

If everyone finds 1 minute too short we can always increase it. And other settings like the amount of cash to start, etc all have to be decided upon still.

Time was the subject I think now is almost decided.

However when it comes to cash, units, maps, fog and so, I think we should stick to qm setts, meaning 6k, pre on, 5 units.

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