Originally posted by Aiko
Yes, I agree, the reminder-notification-option popping up should be variable depending on the time-out and / or timebank usage.
I know games can be created w/o a t/b, and I never tried to create one w/o a t/o period. I think the minumum would be 1 day t/o with a 0 t/b if I'm not mistaken. So something based on t/o would probably be more practical. A percentage like 75-90% maybe? The reminder scale would look somehting like this: (Hope this looks ok to you because it looked really bad when I pasted it from the spreadsheet before some added tabs)
1 t/o (75%= 0.25 days or 6 hrs) (90% = 0.1 days or 2.4 hrs)
3 t/o (75%= 0.75 days or 18 hrs) (90% = 0.3 days or 7.2 hrs)
7 t/o (75%= 1.75 days or 42 hrs) (90% = 0.7 days or 16.8 hrs)
14 t/o (75%= 3.5 days or 84) (90% = 1.4 days or 33.6 hrs)
Another thing to think about is, if a guy is playing a 1 t/o he's probably at least a 1 move a day (most likely a multi or all day) kind of guy so 6 hrs (75% ) will let him at least have time to take a nice nap and a shower before his opponent could sent him a reminder on the game. 😉
What do you think?
Edit: My pretty columns looked a mess after I posted it (tabs stripped) Hopefully this is readable.
Just thought of something else which goes with this post. In the case of a t/o & a t/b, add the t/o and the t/b together as the basis for the percentages. Like a 1 t/o 3 t/b would have 4 as the base in which to calculate the % ! So 75% of that would be 1 day and 90% would be 9.6 hrs. This would definitely create a sliding scale for the reminder popping up on a game!
I believe using the player's remaining t/b instead of the game t/b would be catering to the player too much!