Games filling

I think the problem, and I agree with the concerns expressed, is that the price a player pays is independent of yourself and the player concerned: it depends entirely on whoever is the slowest player in the game.

So, rather than effectively penalising the rapid players (and turning it into a guessing game when to send in orders!), why not reward them instead? Base the price on your initial estimate of, say, a five-day turnround and give a discount for each day early that the turn is sent in? Thus, the rapid players pay less, the slow players pay more, and everybody knows the maximum amount they'll pay for a turn (which they don't under your proposed system).

Therefore, the pricing structure would become something like:

orders received 5 to 13 days after ME sends them out: normal current price
orders received 4 days after ME sends them out: 50p discount
orders received 3 days after ME sends them out: 100p discount
orders received 2 days after ME sends them out: 150p discount
orders received the day after ME sends them out: 200p discount

Gavin

···

On 24 Aug 2005, at 02:22, ME Games Ltd wrote:

Just to confirm, this price DOES depend on the slow-poke who waits 5 days,
yes?

Yes and no. You're implying that each turn will take 5 days to run - we
don't know that yet. The turn cost is dependent on the day of process -
that is correct, but we don't know how long it will take - anything from 1
day to 1wk is possible and I expect something in the middle. If it works
out right I can imagine games where it processes on Monday and Friday but
as we've never run a game like this I don't know yet... I'd like to give
it a try though.

Clint

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