Turn order is random, with one rule: You may not go first twice in a row.
This means in two-player games it alternates, but in multiway games
you do have a chance at going last several times in a row.
We tried it with a set turn order that rotates, and discovered that it
was really annoying, since it was very hard to fight against the guy
who went before you most of the time.
We also tried it so that multiway maps go to strict alternation when
you get down to just two teams left and discovered that this was less
fun. (There's probably some science as to why it's less fun, but I
couldn't tell you. I just know we tried it for a while and then we
talked about it and then I turned it off and it was just more fun.)
> We tried it with a set turn order that rotates, and discovered that it
> was really annoying, since it was very hard to fight against the guy
> who went before you most of the time.
Very true, the internal ordering needs to be random as well.
> We also tried it so that multiway maps go to strict alternation when
> you get down to just two teams left and discovered that this was less
> fun. (There's probably some science as to why it's less fun, but I
> couldn't tell you. I just know we tried it for a while and then we
> talked about it and then I turned it off and it was just more fun.)
More predictable = less fun? It's less exciting when you KNOW your firebot
will have the first shot, so that enemy exec is dead meat anyway.
But how about applying some weighting to the draw? E.g. if you use a
random() per team and sort, you could adjust the teams who went first down
a bit and the teams going last up a bit. Not too much, though, or we'd end
up with yoyo bouncing between first and last every other turn. :)
--
Magnus Kristiansen
"Don't worry; the Universe IS out to get you."