Real time limits have zero place in this game, turn limit instead

By ParaGoomba Slayer, in X-Wing

I don't know how but in my 10 months of tournaments ive never gone to time. Quite a few have been 60 minute rounds and ive had a few down to 3 minutes or less. I would rather win or lose because I deserved it.

I've played in 4 tournies, all were 75 minute rounds I believe. Never had one even close to time.

I'd just make so that if time's called the damage on ships is incorporated into MoV.

There's something to said for that. I'm not completely sure it's necessary, because I can kinda see both sides of the argument.

On the one hand, it is frustrating to see 55+ points slip through your fingers over the sake of 1 missed <hit>. But OTOH it could have unintended consequences if you scored MoV based on such a thing.

What consequences are you thinking of?

How much math do you want to do at the end of the round...

this effing game honestly takes wayy too long as a tournament. seriously. 75 minutes a round is quite long. plus a minimum 15 minute shuffle period to clean up, repack and re-unpack for next round.

I have no solutions

It's interesting how many folks haven't had games time out. In the few tournaments I've played about 2/3 of my games have run the full time without everyone going all blown up. I didn't think any of them were particularly slow in planning or shooting.

I'd just make so that if time's called the damage on ships is incorporated into MoV. Point Cost * Health/Total Health.

That disproportionately penalizes ships that rely on health instead of agility for survival.

It's interesting how many folks haven't had games time out. In the few tournaments I've played about 2/3 of my games have run the full time without everyone going all blown up. I didn't think any of them were particularly slow in planning or shooting.

It really depends on the time limit. I have found 70-75 minutes is the perfect time limit.

At my last tourament I think all the games ended before time was up, maybe 1 didn't.

At league night it seems like most get called for time, other than the ones I'm playing.

I understand that if a tournament starts at 6 pm that no one wants to be there until midnight, I get that. But too many games go to time, games that otherwise would have been won by the losing player.

Real time limits have no place in a non-real time game. It punishes flying more ships, it rewards obnoxious fat turret stuff that doesn't die unless you focus it down from turn 1, it allows for the completely ambigious gray area that is, "slow playing", and no game stores seem to have clocks.

So there should be a turn limit. That way it's clear how many turns you have, and slow playing isn't possible. It allows swarm players to have more of a chance and not just get 1 damage away from killing Chewbacca, lose a Tie, and have time called.

Law of unintended consequences. You want to shorten the game length, so you want to limit the number of turns instead of limiting them with a clock. Once you tell the players that they ONLY have N turns to play a game, each turn and each move will become too important because you'll only get N number of actions and N number of moves. Players will spend hours planning each move and going through each permutation in their heads. This will INCREASE the length of the games, not decrease the length.

This is a bad idea.

I'd just make so that if time's called the damage on ships is incorporated into MoV. Point Cost * Health/Total Health.

That disproportionately penalizes ships that rely on health instead of agility for survival.

Good point. OP seems to really hate Falcons though, so I doubt he'll see that as a drawback. But it would be problematic for large ships and B-Wings.

I'd just make so that if time's called the damage on ships is incorporated into MoV. Point Cost * Health/Total Health.

That disproportionately penalizes ships that rely on health instead of agility for survival.

Good point. OP seems to really hate Falcons though, so I doubt he'll see that as a drawback. But it would be problematic for large ships and B-Wings.

I don't see why. Overall, decreases in health ought to be fairly linear regardless of Agility.

I'd just make so that if time's called the damage on ships is incorporated into MoV. Point Cost * Health/Total Health.

That disproportionately penalizes ships that rely on health instead of agility for survival.

Good point. OP seems to really hate Falcons though, so I doubt he'll see that as a drawback. But it would be problematic for large ships and B-Wings.
I don't see why. Overall, decreases in health ought to be fairly linear regardless of Agility.
Edited by WWHSD

I generally am tabled or tabled my opponent within an hour.

Only twice have I had a game to to time and both times were against the same opponent.

There are a few swarm players at the events I attend also and they are generally last to finish every round.

1.5 hours IMO is needed to have games run their course. Longer rounds will fix these issues IMO.

Allows more time for large base ships to be routed. More time for swarm players.

I would prefer rounds were kept at 60-75minutes but I think the only real fix for this issue is more time.

I could see the idea about turn limits (like extra innings) but I don't think it would solve the problem.

Many close games end with a single ship on both sides. After that the board gets so clear that maneuvers and both players only having to select a single one turns tend to go quick.

It might start with the first turn taking 4 minuets, but towards the end I have seen 3 turns a minuet as the last ships evade make crazy unpredictable maneuvers in order to get a good position over the other player.

So what I'm trying to say is that even this turn limit may not be better than time limits. Because after say 6 minuets we may be on turn 3 but after 10 minuets we could be on turn 16.

30 seconds per ship on the table (friendly and enemy) for each planning phase? If you haven't picked a move by then the other guy picks it for you.

I don't think it should be have a turn limit, maybe a minimum number of turns would be the best option. And the 75min is about right. I hope we never have to use chess clocks it is meant to be a fun game. Although so is chess.

I cant believe how many people have said they never see games go to time. I wish i could play tournaments with people like you then I would have so much time for activities.

I understand that if a tournament starts at 6 pm that no one wants to be there until midnight, I get that. But too many games go to time, games that otherwise would have been won by the losing player.

Real time limits have no place in a non-real time game. It punishes flying more ships, it rewards obnoxious fat turret stuff that doesn't die unless you focus it down from turn 1, it allows for the completely ambigious gray area that is, "slow playing", and no game stores seem to have clocks.

So there should be a turn limit. That way it's clear how many turns you have, and slow playing isn't possible. It allows swarm players to have more of a chance and not just get 1 damage away from killing Chewbacca, lose a Tie, and have time called.

Words cannot tell you just how wrong you are.

People seem to be doing a good enough job of it, though they're certainly lacking in succinctness. I'd opt for a simple "you're wrong," myself.

Words cannot tell you just how wrong you are.

People seem to be doing a good enough job of it, though they're certainly lacking in succinctness. I'd opt for a simple "you're wrong," myself.

I can't tell if you're mocking Sithborg's utterly unhelpful response, or joining in.

maybe a minimum number of turns would be the best option.

Hmm, that's an interesting idea.

I agree with the OP that time limits are a pain and skew the meta, but I don't have an ideal solution.

Words cannot tell you just how wrong you are.

People seem to be doing a good enough job of it, though they're certainly lacking in succinctness. I'd opt for a simple "you're wrong," myself.

I can't tell if you're mocking Sithborg's utterly unhelpful response, or joining in.

Why can't it be both? Polonius informs us that brevity is the soul of wit, but on the subject of irony he is decidedly mute.

Edited by WonderWAAAGH

I'd just make so that if time's called the damage on ships is incorporated into MoV. Point Cost * Health/Total Health.

That disproportionately penalizes ships that rely on health instead of agility for survival.

Good point. OP seems to really hate Falcons though, so I doubt he'll see that as a drawback. But it would be problematic for large ships and B-Wings.
I don't see why. Overall, decreases in health ought to be fairly linear regardless of Agility.
Over a large enough number of shots I think that would be true but if there are only three 3 dice shots taken at Soontir Fel it is very likely that he has avoided all of the damage or taken a single point of damage. Those same three shots have probably taken Keyan Farlander down to about half health. The high agilty ships would be a little more swingy and less predictible on when they gave up their points but low agility ships will be score piñatas.

Also, wouldn't you want to reward focused fire? E.g. if you've damaged one ship 90% and another 10%, that should be worth more than two ships both damaged 50%. That way you encourage people to go for the kills as they would without a time limit.

But that I think that there is any merit to the proposed solution, the dead ship not shooting back is more than enough to encourage kills.

30 seconds per ship on the table (friendly and enemy) for each planning phase? If you haven't picked a move by then the other guy picks it for you.

How do you work the logistics of this? Get a TO for every table? Trust the players to do it themselves? Why 30 seconds and not 15 or 40? Do all players need to buy stopwatches now?

Like I just said in another thread on a similar subject, I have never seen a game go to time. Closest had the guy's last ship killed about 2 minutes before time was called, but it didn't actually get there.

Real time limits are absolutely necessary in tournaments where it is important for rounds to be consistent and for the event to end in a timely manner. Outside of tournaments, I don't think time limits are all that common. People just play until someone wins or they have to go do something else.

A game I played in a store championship over the weekend went to time. It even ended in a tie — I killed his 42-point Whisper, he killed my 42-point Corran, and our Dash and Chiraneau danced circles around the board until time was called. We each got one victory point and moved on.

At that five-round, 24-person tournament, there was at least one table each round that had a game still going when time was called. Games go to time ... all the time.

and no game stores seem to have clocks.

I don't know what your store is like, b'ut I'd assume everyone in there has a phone with a clock, if not a timer on it

A limited number of turns, with no time limit to the round is a utterly bad idea.

First, it makes the event logistics unmanageable. You now have no idea how long each round may take. You've actively encouraged each player to agonize over each move. Some games will resolve quick but you will absolutely have those one or two games dragging the entire event down. The vast majority of events, including anything FFG does at Gencon, could not operate with a complete variable as far as event timing goes.

Secondly, this forum already has an issue with the tactical use of disengaging from ones opponent. How do you think the response would go of that corner case tactical options become a full blown stratedgy? Kill a ship and then run for the finite number of rounds. The only thing that keeps that type of sniping to a reasonable point is the fact that you can't run indefinitely. You'very just given a easily discernable time line that they need to run for.

Edited by ScottieATF