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

By ParaGoomba Slayer, in X-Wing

MoV is the problem, not the time itself.

Half points, or something similar, for ships under 50% health might make a difference. Would mean a fat ship playing for time has to kill a little more/avoid more damage before it can justify any kind of running tactics.

Edited by GKZhukov

I didn't read this whole thread so I apologize if I am repeating this.

but if you have turn limits, some games could be over in 30 minutes while others last hours. how many rounds will you get in if you are waiting for people to play out their turns?

that just doesn't make sense.

how many rounds will you get in if you are waiting for people to play out their turns?

That's been brought up, but is worth repeating because it's the single biggest flaw in the idea.

The OP tried to claim that if you used the avg number of rounds most people get into, that would stop games from going too long. Which is of course as flawed as the original idea. Just because most people finish 8 rounds in a hour, doesn't mean everyone will.

Using a turn limit does not seem to be a solution, people will still find a way to need to exceed the limits. I am not sure there is a real answer, but how about this for an idea. At time if either player feels he is in a position to improve his standing in the game play a 1 turn overtime, say 5 minutes. If that player is successful in changing the game in his favor then it stands, if he is not successful in overcoming his opponent then he will be charged a number of penalty points equal to the points difference done at the end of regulation time. This would in effect turn the game into a tie if you were leading to begin with and if you were behind turn it into a possible full victory for your opponent. It would mean that you really had to be sure of your position before attempting the overtime. I have not had a chance to look at all the possible problems, but just something tossed out for a general review. Then again maybe what we have is the best we can do. Any "new" system adopted would take a great deal of testing to see its viability. this last week-end I played in a store championship, 4 out of the five went to time, but probably only 1 would either player have attempted an overtime.

At time if either player feels he is in a position to improve his standing in the game play a 1 turn overtime, say 5 minutes.

If you couldn't get it done in 60-75 minutes another round is unlikely to matter. As long as everyone is playing by the same rules, and has the same opportunities then the system is fine.

That said, I could see it being left to the TO'd discretion if such a thing were to happen. Say you have 2-4 ships at range 1 of a Falcon who's going to fly over a rock next turn, and has 7 damage cards... I could see the TO letting another round be played out.

But at the same time, you are to a point penalizing the player with the Falcon. Playing for time is part of the game, and it's not really fair to tell someone that they're going to lose because someone else decided that they have to play one more round. I can see someone putting themselves into a bad spot, because they know time will be up before they'll have to pay for it, because doing that saved their ship this round.