LPhillips,
LPhillips wrote:What is the point of turn limits then?
To get games moving in case players drop out or attempt to stall forever.
The purpose should most definitely not be to screw someone because they can't play on weekends or have to be away for a couple of days for work. Nothing is worse than a well contested game being decided because one player or another misses a turn due to real life commitments when they have been playing their turns regularly the entire game.
LPhillips wrote:The point of a short turn limit is to force fast turns. That is the reason for the 2x limit. That whole mechanic would basically be discarded if you are allowed to cumulatively save hours as suggested by several players.
Except that the most you can store is 4 days worth. So once you use that up, say you go away for a 3 day weekend or a 3 day work trip, you are down to 1 stored day. It's not like you can suddenly take multiple 4 day turns in a row. I don't see the big deal about this to be honest.
LPhillips wrote:The turn limit should still be in effect, and the player is still responsible for choosing a game with a higher limit if he doesn't like short ones. Anyone can host games...
Except many players won't join games with 3-5 day turn times. I'd end up playing about 3-4 players over and over again. Then you get back to arguing on ladder games that player X won't play me on 5 day turns etc etc etc. The community doesn't need more fragmenting that it already has now in terms of players exclusively playing 50x maps vs others only playing large FFA games or only playing on certain time limits or some other option. Maybe when the site gets a thousand active players it won't be a big deal but when there are only a hundred or so the game should do everything possible to match players against each other.
KGB