I Have 4 points of discussion here, abt Stellaris Game time!
In my Opinion:
1) There should be an Automatic Pause, during 8 hours of the day when people sleep, BUT
This should be a setting based on ALL in Player's' Agreement; done at the beginning of Game Setup as a Setting.
2) There should be Agreed Time Horizons for each game creation. (Maximum = a day, a week, a month, a season, a year, or unlimited).
3) There should be Agreed Ways of winning the game in the time period of Item#2, Checkboxes, besides obviously losing it: like by being Conquered, where the other one(s) left are winners by default. Also, based on a stalemate or "draw" situation, there could be a Ranking of Scores (based on anyone afterwards who is curious about that).
4) There should be a way of playing catchup, and *Banking* unused Time Segments. (With a maximum of 12 storage game hours, or X hours for example). This would be a disadvantage of Banking it because, that player is "in the past" playing against players "in the future." This is especially true with colonization! The idea is: if a person only plays in the AM, or only plays in the PM, for example because of a life outside of gaming, s/he could increase game speed to 4 hours = 1 hour for example, and in abt 3 to 4 hours (time elapsed during the catchup) be caught up, before the game goes back to 'Normal Game Speed.' When a conflict, a battle, happens - for example, it still happens, whether it's in Normal time, or in Catching up time. The Normal time player would have a more advanced fleet perhaps, if s/he initiated that action because the other player hasn't caught up yet. The catching up time player would have the advantage of information in advance, minus any fog of war, and just time convenience (playing when s/he is available). And, just like a cell phone plan, there is a risk of losing your banked hours. (No rollover).
In my Opinion:
1) There should be an Automatic Pause, during 8 hours of the day when people sleep, BUT
This should be a setting based on ALL in Player's' Agreement; done at the beginning of Game Setup as a Setting.
2) There should be Agreed Time Horizons for each game creation. (Maximum = a day, a week, a month, a season, a year, or unlimited).
3) There should be Agreed Ways of winning the game in the time period of Item#2, Checkboxes, besides obviously losing it: like by being Conquered, where the other one(s) left are winners by default. Also, based on a stalemate or "draw" situation, there could be a Ranking of Scores (based on anyone afterwards who is curious about that).
4) There should be a way of playing catchup, and *Banking* unused Time Segments. (With a maximum of 12 storage game hours, or X hours for example). This would be a disadvantage of Banking it because, that player is "in the past" playing against players "in the future." This is especially true with colonization! The idea is: if a person only plays in the AM, or only plays in the PM, for example because of a life outside of gaming, s/he could increase game speed to 4 hours = 1 hour for example, and in abt 3 to 4 hours (time elapsed during the catchup) be caught up, before the game goes back to 'Normal Game Speed.' When a conflict, a battle, happens - for example, it still happens, whether it's in Normal time, or in Catching up time. The Normal time player would have a more advanced fleet perhaps, if s/he initiated that action because the other player hasn't caught up yet. The catching up time player would have the advantage of information in advance, minus any fog of war, and just time convenience (playing when s/he is available). And, just like a cell phone plan, there is a risk of losing your banked hours. (No rollover).
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