Hi Christopher,
Now, that sounds more reasonable now that I have a clearer idea of what 
you are talking about. I'll see what I can do.

Christopher Bartlett wrote:
> Tom,
>
> I think you misunderstand my idea.  Let me clarify.
>
> There is a game called Diplomacy, originally put out by the 
> Avalon Hill company that was a strategic-level WWI game.  Players 
> take the part of one of the seven major powers in Europe circa 
> 1901.  Turns consist of three phases, diplomacy, during which 
> players negotiate alliances, peace treaties, etc, orders writing, 
> during which each player writes a set of orgers for his or her 
> units and the resolution phase, where all the orders are compared 
> and resolved.
>
> Each player has no advance knowledge of the opponents' orders, 
> and must construct his or her orders based on an assessment of 
> what the others are going to do, based on tactical position and 
> clues gained through diplomacy.  As such, the strategic problem 
> is somewhat more complex, since the game is a game of in-plete 
> information.
>
> What I proposed for STFC was a similar concept.  You'd eliminate 
> the preliminary diplomatic phase of course, but the player(s) 
> would use the normal input methods to plot orders.  Other players 
> computer or human, would do the same.  After all moves are 
> plotted, the game would execute the orders, describe the results 
> and give messages to the human player(s).
>
> There is no need for multithreading, simply process all turns 
> without knowledge of the next turn's movements.  The order of 
> oper'ns might look like:
> 1.  Get input for all human player turns.
> 2.  Create computer player turns, based on present positions, not 
> including knowledge about the human players' moves.
> 3.  Process weapon firing.  Give messages describing results.
> 4.  Move all ships according to their orders, subject to changes 
> from weapons damage.
> 5.  Lather, rinse, repeat until end of game.
>
> Note that the only change from the way things happen now is that 
> moves are calculated before the computer paayers know what the 
> human player(s) are doing.
>
> Christopher Bartlett
>
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