[SUGGESTION] Round Timer/Quick Games
Hello and welcome to my thread. What I am about to suggest has been thoroughly thought out, improves the game for most players without any drawbacks or negative consequences for anybody. I recommend you read the whole thing to fully understand how quick games can be implemented through the use of a round timer but you can always skip to the bottom for the quick summary of the idea. I truly hope the developers take a look at this and consider it, because I believe it will not be too difficult to implement but will greatly improve the game for just about everybody.
Hero Academy is probably one of the best turn-based strategy games out there today but it has one major flaw that is brought up countless times from most reviewers who play the game. Games that can often be slow-paced because of inactive players and/or often having to wait extremely long times to finish a game or even a single turn. Well, I suggest a very simple turn timer that lets those players who enable it to focus on one game at a time until it is completely finished in one sitting. This means, not waiting a significant amount of time for the other player to finish their turn, but playing quick games that put more emphasize on quick thinking to outwit the opponent (this means you may not always be able to make the best possible move on your turn, but fast and highly skilled players will be able to make better strategic decisions within the time limit allotted). Best of all, this feature is 100% optional and all players can choose to play the normal way or instead quick games at anytime they wish. Just before I get into the details of how this should be implemented, it is important to remember that a round refers to a single turn by any player (ie. if player 1 takes a turn and then player 2 takes a turn, a total of 2 rounds have passed).
How it works (important):
When the round timer is enabled in a match, that match will simply have a timer that counts down from a set time (eg. 60 seconds) on the top right corner of the screen (next to the right avatar). When the round time runs out, the game automatically submits the player's turn (if they had not already done so) no matter what they are currently doing. The timer does not start until a players turn actually starts - this means that when watching what the opponent did on their turn, the round timer will not start (of course, you can still replay the opponents turn again but the timer will still keep going at this point). Of course, when a new round begins then the timer should reset back to its maximum value. It is important to note that gameplay will not be affected any other way, so you can still reset your moves and play normally until you submit your turn or the timer hits 0. It is important to note that there may be a time delay whenever a turn is submitted before the other player is able to play his turn (most likely due to the servers taking some time to send/receive the data) and the timer will not be running during this delay. A single player can only have one quick game active at a time, any games started while a quick game is active will be a normal game without a round timer. This timer is visible to the opponent and the player can stay in the game when it is their opponents turn or instead switch to one of their other active games (which can only be normal games). Whenever it becomes your turn in a quick game, you will be automatically taken to that quick game from wherever you are - if you close your game or otherwise lose connection you will have a 30 second grace period to reconnect before your round timer automatically starts counting down and if your timer hits 0 while you are disconnected, then instead of automatically submitting your turn, the game will instead automatically forfeit the game for you. Visually, the timer should start green, turn yellow when it reaches halfway (eg. 30 seconds), then red when theres only a quarter left (eg. 15 seconds) and there should also be a little alarm that goes off when the timer hits the 7 second mark.
OPTIONALLY (up to the developers to decide), there could be a time bank that starts at a time equal to the set round time limit (eg. 60 seconds) but this timer will only start decreasing when the round timer becomes 0 and will keep decreasing until the player submits their turn or it hits 0 as well. Once BOTH the round timer and time bank are 0, only then will the player's turn be forced to automatically submit.The time bank, however, never resets in a game - once it goes down, it will stay at whatever particular number it was at until the end of the game. It is there as a last resort for players to have a little extra time on those very tough turns. Since I am not a developer, many of the things I am discussing does not have to implemented if it is deemed to difficult to do so - including the time bank, grace period, or having the ability to switch between games while waiting for your opponent (ie. for a quick game you may be forced to stay in it until the game ends if this way is easier to implement).
Implementation:
The best way to implement this would be to add an option to the settings. The name of this setting will be Timer. It will have 3 modes: Off, 45, 75. The default mode must definitely be off. When a player starts a game, it will find another player exactly the same way it finds it now. However, if any single player in that match (or both players) have their timer setting set to off, then the game will play normally just like it is now, with no timer. If both players have their timer setting set to 45, then each round will have a 45 second time limit. If both players have their timer setting set to 75, then each round will have a 75 second time limit. Finally, if one player has their timer setting set to 45 and the other has it set to 75, then each round will have a 60 second time limit
Summary:
Have an option in the settings that can enable/disable round timers for a game. If both players have this setting enabled, then that match will have a round timer that starts to decrease at the beginning of each round (eg. 60 seconds) and the game will automatically submit your turn if it hits 0 (and you had not already done so).
They have already said that they are kind of against this. There was much screaming for it when Steam rolled out, but Robot doesnt want to "split the player base" and only did so in China because their Chinese partner company said it was important for the Chinese market.
Feel free to opine that "splitting the player base" isnt a valid concern, but its all been said before on this forum, and Robot has their view so...it is what it is.
Thx for the link writch!
I've always wanted this quick battle mode, and after trying this chinese version, all i gotta say was its way too awesome!
One thing is, when i started the game for the first time im already brought into a campaign mode tutorial with a little story alongside with it, and theres a few compulsory challenges i have to complete before i can try out the multiplayer mode.
And trust me, MP had never been so fun in HA at least for me or rather those who are looking for some quick games to complete in a seating, firstly, each player is given about 160 secs if im not wrong to make their moves, yes moves can still be undone until u get the best combination you want, and its totally in REAL TIME MODE, no more quitting out of the game to refresh the list to see if ur opponent have made their moves before going back into the game n waiting for it to load.
However one downside is at the bottom right side of the screen theres a option which allows u to swap items, some kind of special ability which requires potions and some gems which can be bought by iap, so those guys who spam alot of iap into the game have some kind of advantage..
Another thing is their leaderboard is much better also, other than showing just the wins, it shows the win ratio as well as their level( yes theres levels in this chinese version)
All in all, i would say its well implemented, way too iap heavy but i guess that can be overcomed







They (RE) would likely just implement the already tried and tested components from their Yodo partners in China - they already have a Quick Battle Single-Player Mode. (Important: In this case, single player means a 1:1 uninteruptable PvP game - not You vs. AI)
Find it described about half-way down in this article:
http://www.yodo1.com/hero-academy-has-a-huge-update-in-china-heres-what-...
Maybe one of our regular forum goers that also own the Chinese version will be kind enough to comment on their experience with that aspect of Yodo's version.
Writch
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Never shaken, but often stirred.
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