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  1. #1
    War Story Recorder Senior Member Maltz's Avatar
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    May 2001
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    Ottawa, Ontario, Canada
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    Default Some suggestions for timer problem

    I just had a 1000 vs. 1000 siege with only 13 minutes allowed - crazy. While everybody, including me, thinks the time limits are too short sometimes, I prefer to see some alteration of outcomes when time expires.

    1. Regular Battles

    During a regular field battle, when the timer expires, the battle should be called "unresolved", or "draw" since both sides haven't really finished the fighting.

    Depending on the leftover strength of armies, there should be different outcome, too. If it is too one-sided, then the weaker side should be retreating to the farest point their left-over movement allows. If not then they have to stay at the same spot, vulnerable to another strike if the other party wants to give them the death blow immediately after.

    If both parties have rougly equal strengh left when the timer runs out, then it should be a draw - both armies camp next to each other. The attacker can attack again if they want.

    2. Sieges

    Obviously the attack has to retreat when darkness falls. Who wants to get shot by street kids in the dark? However, the attackers don't have to run away from the city. They can remain the sieging position with whatever siege equipement they have left. This way they can assault again immediately after to try their luck on the next day.

    IMHO the only perfect setting for the current system is the sally. When timer runs out, it is a draw, everybody return to their previous position. Of course, I don't account for the bug that if you are the sieger, you can actually refuse the sally and starve any city out... If you refuse to face the sallying army, you should retreat to where your leftover movement allows. As you can see, except for the sally-time out, everything is kind of opposite to what should have happened.

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