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bobcamel

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9353#msg9353
« on: December 15, 2009, 10:10:15 pm »

Do you have any idea, any idea how hard would the so-called "quickplay" be hard to implement?

chriskang

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9354#msg9354
« Reply #1 on: December 15, 2009, 10:10:15 pm »

There's a reason this process in M:tG is called a stack.  It's a data structure that executes in reverse order of the actions that were put on it.
Elements doesn't work like that at all.
There is no server/client calls in the middle of a player's turn so it's completely impossible for your opponent to know anything about what you do during your turn.
Changing this behavior would require a complete rewrite of all php functions. This is FAR from being trivial.


Demongod

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9355#msg9355
« Reply #2 on: December 15, 2009, 10:10:15 pm »

Easily, for an experienced software developer.

There's a reason this process in M:tG is called a stack.  It's a data structure that executes in reverse order of the actions that were put on it.  So any time player A decides to do anything on his turn, player B would get the ability to use any of his abilities on critters or artifacts, if he hadn't used them the turn prior.

Or you can simply generate all quanta in the beginning of the turn.

Demongod

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9356#msg9356
« Reply #3 on: December 15, 2009, 10:10:15 pm »

I was wondering if we could get something similar to an M:tG mechanic going here.  Consider this: you have an Otyugh with a ton of toughness on the field, and generated 1 gravity quanta at the end of your turn.  You're down to a sliver of life.  Your opponent plays a dragon, which, if it attacks, would kill you.

Now in M:tG, you'd be able to eat the dragon.

I was wondering if there'd be the chance to add instants and instant abilities into the game--stuff you can do on your opponents' turns before they end their turn...

bobcamel

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9594#msg9594
« Reply #4 on: December 15, 2009, 10:10:16 pm »

*puts Chriskang on a shield and holds it*

Told you, you have no idea how hard would it be. And now someone came and told you.

Scaredgirl

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9595#msg9595
« Reply #5 on: December 15, 2009, 10:10:16 pm »

Easily, for an experienced software developer.
Lol. :)

Yeah, it would probably take like 10-15 minutes.

Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9596#msg9596
« Reply #6 on: December 15, 2009, 10:10:16 pm »

i think there should be a badge to kill a oppennt without offense only things u could use weapons shields and poison

Spamalot

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Playing stuff on opponents' turns. https://elementscommunity.org/forum/index.php?topic=1019.msg9597#msg9597
« Reply #7 on: December 15, 2009, 10:10:16 pm »

It seems like the only thing you would have to do is add another check between the end of one player's turn, and the damage phase.

Something like...you see all the cards he will be playing, and their targets, and you get a "continue" button or "play interruption card" button to counteract one of his played cards.

You could add infinite iterations of this for anti-counter cards and anti-anti-counter cards and anti-anti-anti-counter cards, and so on and so forth.

I'd only have one minor complaint:  you'd have to put a timer on this interim phase, so it would slow down PvP matches that much more.

 

blarg: