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End of turn Order of Operations
http://thefarwilds.com/forum/viewtopic.php?f=1&t=1560
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Author:  Keyser [ Tue Jan 05, 2010 10:14 pm ]
Post subject:  End of turn Order of Operations

Should they happen in order of creation? Or should they happen ALL at once?

i.e. IF a creature dies within view of a bone fortress that is at 0 health, should the bone fortress survive if and only if the creature was created before the fortress? Or should the fortress survive because a creature died within view of it, regardless of which was created first?

Author:  Keyser [ Tue Jan 05, 2010 10:16 pm ]
Post subject:  Re: End of turn Order of Operations

Note: I know the way it currently happens: order of creation. I'm asking IF that's the way it should stay.

My suggestion is that it changes so that the fortress lives if a creature dies within site regardless of birth order.

Author:  DarkJello [ Tue Jan 05, 2010 11:11 pm ]
Post subject:  Re: End of turn Order of Operations

Keyser:

You live, yeah! That is good. 8-)

I think it is counterintuitive--big word to make me sound smart--that a player must cross their fingers and hope the actions occur in a most beneficial order. Maybe some players are braniacs and rememeber every single order of creation, thus gaining an advantage. But I think many players have just accepted this system as the way things work. It makes more sense to just have each card do what it says it will do ALL at the same time.

Maybe I am wrong though, as it would not be the first time... ;)

Jello of evil Darkness :twisted:

Author:  Altren [ Wed Jan 06, 2010 12:58 am ]
Post subject:  Re: End of turn Order of Operations

And I as developer can say that it's not really possible to make it clear: here's example for you:
Awaken the Stones in play, two bone fortresses each with 0 hp in play. According to your suggestion both should stay with 1 hp?

Author:  Theohe [ Wed Jan 06, 2010 3:28 pm ]
Post subject:  Re: End of turn Order of Operations

I'd add a flag and some text marking entities that benefit from "on the death of an entity" not be allowed count as one of those entities themself. e.g. "Draining Fortress (base, salvage, draining) This Entity gains 1 health everytime a non-draining entity is destroyed within its sight."
Boom, infinite loop solved. Then you can just have a non-draining end of turn actions process before the draining entities process theirs.

Author:  doiron [ Wed Jan 06, 2010 4:42 pm ]
Post subject:  Re: End of turn Order of Operations

I tend to agree with keyser, et al. the current system makes it largely impossible for a player to know the outcome of an action. making things happen simultaneously is easier to understand (if harder to program).

I have no problem with both bone forts dying. I would think that's the expected outcome anyway. something that has zero hp 'should' die at the end of the round.

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