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how about a "pass for the rest of the turn" button?

Posted: Thu Feb 28, 2013 9:33 pm
by curi
would speed up online games a lot if the allies could auto-pass once they are done so the germans can just play all their remaining moves in a row.

Re: how about a "pass for the rest of the turn" button?

Posted: Thu Feb 28, 2013 9:37 pm
by daviddunham
We’ve also thought about “pass as long as the AI thinks it’s a good idea,” so that if something out of the ordinary does come up, you can choose to pass or not.

Re: how about a "pass for the rest of the turn" button?

Posted: Fri Mar 01, 2013 1:41 am
by curi
that would work too. if pass for the rest of the turn button only works 75% of the time, and 25% of the time you end up getting another turn, you still save a lot of time.

also sometimes you literally cannot move anything. if you don't do a pass-the-rest type button, maybe you could detect when a player has zero legal moves (because all their units activated already or can't move on the 16th) and enter a pass for them automatically in that case? this usually only happen early in the game, but it's pretty common on the first couple days.

enjoying the game a lot but wish it went a bit faster! definitely planning to buy the next one regardless. thanks.

Re: how about a "pass for the rest of the turn" button?

Posted: Fri Mar 01, 2013 2:21 pm
by daviddunham
But likely you (as Allies) can activate Schönberg on the 16th, even though you’d never want to…

But yes, there are situations where there are literally no moves.

Re: how about a "pass for the rest of the turn" button?

Posted: Fri Mar 01, 2013 8:06 pm
by curi
Oh, I didn't even realize the allied infantry that can't move on the 16th could activate, lol. Maybe that won't work very well then.

Re: how about a "pass for the rest of the turn" button?

Posted: Sun Mar 03, 2013 9:17 pm
by Yojimbo252
I don't have a problem with the suggestion in principle but you'd need to make sure that for multiplayer games the passing players gets a review of all the moves made by the opponent for every impulse that the passing player auto passed so they receive the same level of information.