The system is really about adapting to stability issues, so that people can set a threshold above which things are probably going wrong. I don't think these changes will help stop people going CD, just let people customize what happens so that in critical games a CD is assumed to be a mistake and the game stops, and in non-critical games CDs won't hold things up as now
>strict with force CD on the people that haven't entered orders might be nice.
In strict mode if someone went CD the game wouldn't process until a mod stepped in and manually CDed them. The point of strict would be that at no point is there a situation where a country hasn't entered orders; the game stops until the person or a mod&replacement player is found, to prevent critical tournament and high point games from getting screwed up if an accident happens
> I fear all of these others, since this means that in any game the losing players can stop
> the winner from winning.
The number of NMR units has to be above a certain %, in addition to the number of NMR players, and this is supposed to make it harder for people to block games like that
> The last one (strict) is just the same as removing the phase time limit?
Quite a few people will use all the time they can get, and don't finalize ever. In the new system there are flags which set whether a player has no orders, has submitted orders, has completed all orders, and is ready for the next turn.
Strict would let people complete their orders and not finalize, letting the phase go on as long as usual, but when the phase ends it moves on only if they all entered complete orders. So although it lets any player hold the game up until a mod shows up it's not like requiring finalization exactly
> "which"? lol :P
bah, whom
> strict should give the player some sort of warning at the end of the phaselength, and
> reset the phase. Then, if they haven't entered moves again, they get CDed.
That seems a bit similar to doubling the phase length, I can see where you're coming from but hmm, this system is intended to halt games which are having an unusual number of NMRs, letting the game creator define how many NMRs is unusual, it's not really supposed to change how players fall into CD
>at what point should the mods hit the panic mode pause option?
When the **** hits the fan, hard to give a specific example but if someone is attacking the server or people are experiencing corrupt games, something like that would prompt using the panic button
>if player(s) NMR for X amount of turns, auto-pause
Interesting idea, but it wouldnt be very flexible. X could be 1, 2, maybe 3, but after that a player could be NMR for so long a pause after that wouldn't be very helpful, and the player either won't be back or will come back and the game will be too far past to be salvageable