by Wyvern » Sat Sep 05, 2009 3:45 pm
There's so much I don't understand about this...it's not the fact that the passage of time is relative that's throwing me off, but the fact that the 24-hour day isn't. If I understand correctly, units who remain in a single hex for the entire duration of their turn will perceive the length of a day as being exactly 24 hours, regardless of the content of the turn. Those who move might experience it as being longer, depending on where they go.
So let's consider this example. Two overlords, let's call them Murphy and Bartholomew, each have a side in the middle of nowhere, close to each other, but with no links to anyone else. Since there's only the two of them in the battlespace, the day is split between them. Murphy's side moves from dawn until midday, and Bartholomew gets from midday until dusk. The two warlords are in a state of uneasy peace, and at the moment, neither has any scouting or fighting to do on their turn. They're just letting resources pile up and units pop. If they're anything like us when we're in this situation in strategy games, they'll just end their turns the moment they come up, since there's no action they need to take.
What happens in terms of time? There's no way to stretch "end turn" into six hours or whatever. Will Murphy's turn start at 7:00, Bartholomew's at 7:01, and then both sides get a full day and night of off-turn rules? Will Murphy's side count as off-turn until 1:00, and then Bartholomew gets his one-minute turn, and then everyone is off-turn until the next day? Or is there some other factor in play?
Even in active turns, this might come up. It has always felt like most of an Erfworld turn was spent moving or fighting, but in all the examples, those things only take a few minutes of time for the overlord and other units in the capital. But they still have 24 hours to fill. What are they doing with their days to pass the time?
Then there's the opposite situation. Murphy's turn starts, and he decides that he's going to try never ending his turn. What happens then? Will his turn auto-end at 1:00 even if he doesn't tell it to? But 1:00 in terms of whose time? The capital's time? Murphy's personal time? Which trumps what when it comes to a conflict?
I mean, let's say that Murphy is in his capital city with his dwagon mount, a bunch of casters and other high-ranking advisers, and a squad of pikemen. Dawn comes and the turn starts. The pikemen make a small patrol throughout a few adjacent hexes and return. They experience this as taking two hours. Murphy simultaneously hops on his dwagon and expends all of its move in an extravagant joyride all over the countryside, experiencing the passage of four hours, ending back in the capital. What do all the units left in the capital experience?
Had it just been the pikers who had left, they would have experienced their action as just lasting a few minutes, and the pikers would come back to find only a few minutes had elapsed in the capital hex, giving them the whole rest of the day to kill (effectively giving them a 26-hour day). But what about the warlord? Will he come back to the capital hex ALSO to find that only a few minutes had elapsed, greatly increasing the time he's had to think and plan before the turn forcibly ends that afternoon? If he had another twenty dwagon mounts to switch to, could he be spending days, or even weeks in terms of experienced hours, flying around and around without getting hungry or tired or the day ending? Would his time trump capital-time and send the sun hurtling forward, causing those in the capital to lose lots of time? Or would they have been experiencing both the pikers' and Murphy's absences in "real-time", so as to prevent them from being behind the overlord?
What happens when there are ten sides all sharing the day, and turn lengths are dropped to only about an hour? Do overlords feel rushed in taking their turns compared to when there are fewer acting sides?
I think I was less confused before the explanation....