Chess Clocks in The Countdown X-Wing Worlds Side Event!

By MegaSilver, in X-Wing

I don‘t understand. This idea has been put forward and shot down with very valid criticism and experience from other games for years.

Why not try the likely more feasible idea where only planning phase has a clock, and each player gets around 30-40min total? The best number could be identified and adjusted.

The point is that the worst occurence of slow play is during planning, and this version already fixes that while it can‘t be exploited as easily as others ideas. Others likethe one put forward by FFG.

2 hours ago, GreenDragoon said:

I don‘t understand. This idea has been put forward and shot down with very valid criticism and experience from other games for years.

Why not try the likely more feasible idea where only planning phase has a clock, and each player gets around 30-40min total? The best number could be identified and adjusted.

The point is that the worst occurence of slow play is during planning, and this version already fixes that while it can‘t be exploited as easily as others ideas. Others likethe one put forward by FFG.

So many of the slow players I have the misfortune to ge matched up with do spend 15ish per planning phase, but when action choice is ******* LITERALLY FROM A CHOICE OF 1 ACTION will gawk and "uh" at the board. It is worse when 2 actions are available, and sometimes to drop a hint I will quietly load up Sudoku on my phone and play it next to my ship.

Now that I’m learning more and more about half points and what not, I’m curious to see how obvious it will be for someone to attempt to stall a game to time? In MTG it was just ruled a tie, I’ve never experienced a game that scored in this way.

That being said, I don’t know how this could ever be truly foolproof. If a chess clock were employed, sure you could see who took more time doing what, but how could this ever work one person is flying a swarm of 7 ships and another isn’t?

48 minutes ago, K-2SO said:

Now that I’m learning more and more about half points and what not, I’m curious to see how obvious it will be for someone to attempt to stall a game to time? In MTG it was just ruled a tie, I’ve never experienced a game that scored in this way.

That being said, I don’t know how this could ever be truly foolproof. If a chess clock were employed, sure you could see who took more time doing what, but how could this ever work one person is flying a swarm of 7 ships and another isn’t?

That’s one of the questions in my mind. The timers make taking high ship lists risky. Also, as you know your time is running down, the urge to pick up speed can lead to sloppy play, both in the player’s physical movements and poor decisions.

5 hours ago, player3010587 said:

So many of the slow players I have the misfortune to ge matched up with do spend 15ish per planning phase, but when action choice is ******* LITERALLY FROM A CHOICE OF 1 ACTION will gawk and "uh" at the board. It is worse when 2 actions are available, and sometimes to drop a hint I will quietly load up Sudoku on my phone and play it next to my ship.

So you pulled out your phone, signaling to the other player you don’t care enough to actually play the game at this point. You are literally encouraging them to play slower because they know they have time because you’re distracted with your phone. That’s the message you are sending when you pull your phone out. It is not a “hurry up” hint/signal. Quite the opposite.

13 minutes ago, SabineKey said:

That’s one of the questions in my mind. The timers make taking high ship lists risky. Also, as you know your time is running down, the urge to pick up speed can lead to sloppy play, both in the player’s physical movements and poor decisions.

Agreed, I think regen Jedi is probably the most forgiving for this format until you get a mirror match or some very unforgiving dice.

40 minutes ago, SabineKey said:

That’s one of the questions in my mind. The timers make taking high ship lists risky. Also, as you know your time is running down, the urge to pick up speed can lead to sloppy play, both in the player’s physical movements and poor decisions.

Exactly. That’s a pretty big concern that’s SHOULD be takin into consideration, yet how? Honestly, there should be some kind of judgement for taking too long, like deciding what how to bet/fold in a poker game, for instance, but then you’d need a judge standing at every table and that’s not really feasible, I suppose.

Edited by K-2SO

As an alternative, wouldn’t it be better to leave the time limit to what it is and add a maximum number of turns, like in armada?

because slow play can be frustrating, speed play can be too. At a tournament i ha e a player rushing a lot, nervously, and wining the game with a halfmpoints ship. If we playednat a normalmpeace, i would have won on points.

Edited by rafparis