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"Timeouts" for TCP/IP battles?


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There is much debate here about the RT mode and many say that they don't mind because they can pause the game and give orders if its' get too hectic.

The problem is that in TCP/IP play you can't pause and some fear that the faster mouse-user wins but not the better tactician or that it would limit the tactical options since one hasn't time to coordinate e.g. an attack with 2 battle groups which are far separated on the map.

Couldn't it be a solution to give each player a limited amount of let's say 1-minute timeouts, that could IMHO overcome most of the above mentioned problems and could even be gratifying (look what I've done to him with my surprise flank attack he's taking his third timeout in a row :D )

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Originally posted by Battlefront.com:

We are thinking of having some sort of Timeout system, perhaps based on various examples found in professional sports.

It needs a total pause time (length by agreement) allocated to each player to use as they see fit, not a certain number of fixed-length pauses. More (rapid play!) chess clock than sports time-out.
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How about implementing the TCP/IP WEGO system but, for the moment, without the ability to replay the turn. That, at least, might give a huge number of us some ability to pay CM:SF while we wait for a true TCP/IP WEGO to come in some future date. Sheesh, at least don't waste resources on an American style football type of pause.

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