Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Interrupts #24

Open
awi2d opened this issue Aug 2, 2024 · 1 comment
Open

Interrupts #24

awi2d opened this issue Aug 2, 2024 · 1 comment

Comments

@awi2d
Copy link
Contributor

awi2d commented Aug 2, 2024

Almost any action (playing a event, moving a stack) may have every other player react to it (by playing a response card)
The need for all 5 other players to press "play no response card" multiple times per impulse (on average) would bog the game down quite to much. Especially as in most situations, the player can not, and very obviusly would want to, play an response. But skipping the reaction when the player doesnt have a repsonse card would give away the information that that player does not have a response card in hand.

Note:
No actual work will be done on this issue, until it is possible to play the game properly. This issue is purely for discussion on a issue that has no obvius solution.

Possible solutions:
give players a option to automaticly pass on actions by certain Powers.
Pro: would reduce the total number of reactions.
Con: would probably not reduce the total number of Actions that have to wait for an reaction, so still quite slow.

@awi2d
Copy link
Contributor Author

awi2d commented Aug 4, 2024

Another possible solution:
Speculative execution/rollbacks
Let every player make its turn as if no one wants to make a interrupt (until new information is revealed or a random result has to be generated). Then show the other players the interrupts in the order they occured (hiding information that was generated after the moment were the interrupt was possible). If a player chooses to do a interrupt, the gamestate is reset to that time.
Pro: would reduce the total number of times one has to wait for other players.
Con: very likely above my skill level to implement. Resetting the gamestate might be confusing for the player. If players communicate they could recive information they should not have at the time they make the decision weather to play a interrupt.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant