Outwitters' low revenue - Marketing suggestions and ideas for OML
11-06-2012, 07:10 PM
Post: #70
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RE: Outwitters' low revenue - Marketing suggestions and ideas for OML
Well, this is a post I made on page 3 regarding speed games.
(10-14-2012 04:49 AM)CombatEX Wrote: I advise against 30 min turn 'speed' games. If you want a speed game the turn limit has to be more on the order of 2 min. Why? It's easy enough to set aside something like an hour for a game which is pretty much guaranteed with a 2 min turn game (chess clock mode would be even better though, see below). 30 min turn games on the other hand can drag on for something like 5 hours even if you take your turn quickly every time. Let's say you average 1 turn per 2 min, but your opponent decides to take their turn once every 20 min. Then a 30 turn game would take over 5 hours. Not to mention games can even go up to things like 50-60 turns so even if you both take reasonable turns, once every 5 min, the game would still take a long time. Since this is a speed mode if you ever have to go away for more than 30 minutes throughout this 5 hour period... well too bad. You lose. If you check Ravernoth's initial post (first post in this thread), he has the Speed Mode suggestion in there. This would certainly be a fun addition to the game. Want to play Outwitters for an hour? Well with each player given a half hour clock you're guaranteed not to go over your time limit and also get to play a more regularly paced Outwitters match if you're so inclined. A 15 minute per player clock would also be nice. |
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