LPhillips wrote:For real-time games the turns should end, and begin, simultaneously. They should end when the last player hits "End Turn" or when the timer runs out. The only way to play simultaneous turns is to require all players to be online during the entire length of the game.
Agree 100%.
As far as breaks/time between turns goes, I think the DLR system worked really well:
When a turn ends, all players got a pop-up message that said 'click to begin turn'. The next turn didn't start until ALL players had clicked. I prefer this method because believe it or not, there are times when you get interrupted by a spouse, kids, pizza guy at the door, need to run to the fridge to get a beer break etc and don't want to get all players to agree to a break because it's hard during timed turns to spend time in the chat window trying to organize an 'official' break when players are busy moving men. So being able to just pause the game before hitting the 'click to begin turn' is very very handy. Like DLR, the game has a chat window where you can politely tell players you will be taking a short break at the end of the turn. If someone decides to never click because they are losing it's easy for the game to record which player that was and give them a loss (See save game feature below).
DLR also provided 'free' time at the start of the turn for the hero offer screen and to level heroes (DLR only allowed leveling at start of turn). So that while a hero offer screen is up for ANY player at the start of the turn, the game pauses until that player closes the screen (if they later re-open it during the turn the game does not pause, just initially so you aren't getting killed because the hero offer screen appeared causing you to lose a few precious seconds). I would suggest Warbarons do something like this as well for hero offers.
Also every 10 turns DLR provided the option to change the turn time. This is very handy feature. Obviously on turns 1-10 you have few men to move so 3 minute turns are probably plenty. But by turn 20 or 30 you might have 100+ men and 20+ cities to manage so you legitimately need more time (typically 5 minutes in DLR). You could adjust the turn time by 30 second increments up to a max of 10 minutes. In DLR the host player was the only one who could adjust the time and the honor system worked fine as most players increased the time if asked by their opponent (again game paused at 10 turn intervals when the timer adjustment screen appeared). Anyone who wouldn't change when asked, got a poor reputation quickly and found themselves not able to play against anyone.
You'll need a 'save game' feature. This is because long games might not finish in 1 sitting. So the ability for the host (or all players) to click a 'save game' feature which would just save the game so it can be resumed later when all players are back online. This should also be the default if someone never clicks 'start turn' because they are losing, their internet / power goes down, they fall asleep (happens more than you think due to timezone differences) etc. The game should simply 'save game'. Players can then attempt to resume the game later if there is a legit reason a player never continued vs they are a poor loser (again, reputation gets around fast in a small community).
KGB