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Re: [werewolf] Turn numbering & such



All valid points.  The only thing I'm thinking about is if the counter
reset after each turn, it may become more difficult for proper
refrencing of prior events.
Example:  Say I'm a mason.  It's turn 4.  I have to deal with c04.003,
m04.010 and whatever else is thrown out.  After awhile, the "prefix"
letter will be lost to the eyes.  By keeping a running tally of all
messages sent, it just seems easier (IMO).

Just to clarify, I'm not against the letter prefix, just the message
count reset each turn.

On 9/16/05, Ian Cyr <toreigninhell@gmail.com> wrote:
> Well, wasn't the whole point of numbering the messages to help those
> using g-mail and other assorted similar facilities?
> 
> I'd vote for numbering most of the messages sent.  I had offered up the
> suggestion a while back of doing h1.x, c1.x, s1.x, m1.x etc. for howls,
> contract, seer, mason respectively.  Those I think we could do
> throughout the entire game without numbering them each turn... just a
> running counter for each.  Kills, info, disguise don't need to be
> numbered, I don't think, although kills could be numbered in with the
> howls/contracts I guess, if we're doing votes in with chats.
> 
> As for the chats, I was just asking re: turn.total or turn.totalinturn.
> It makes no difference to me, but it might be easier to reference a
> single message in that turn.  Or not.  I like to keep things well
> organized like that, so it's just me.
> 
> Lee Griffin wrote:
> 
> > The message numbering is cool as is (turn/total).  I may be in the
> > minority, but I don't see the value in numbering each message sent in
> > a turn per type. Also, I don't see the need for numbering the "secret"
> > messages, even though it does would it a pain in gmail for those few
> > roles.  But that's by two cents.
> >
> >
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> 
> 
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>