Original Post
This came up in a different thread, but I'm a massive fan (geddit?) of turn based combat and I would like to see turn based combat in a massive online game. One of the points made was taking a classical approach to turn based design means that as the fight gets bigger, you have to wait much longer for your turn to arrive (however short it may be when it does come). I think this could be tackled by having some kind of parallelism in the execution of turns. The newer Laser Squad Nemesis game (not recommended) both solves and does not solve this problem. In the game players plan the next ten seconds of all of their units actions, then they email the game state (along with their plan) to the next player. That player in turn reviews the results of the previous ten seconds and plans the next ten seconds for his units. So in a sense this is turn parallelism, but it isn't because everyone plans their turn sequentially, even though the turns are simulated in parallel. Conceivably you could have a MOG where everyone plans the next ten seconds of the game for twenty seconds (should be long enough to decide what to do with one character) and then reviews the results after they have been simulated. As seen in Bang! Howdy, some kind of bonus can be applied to those players who plan their turns faster, and if you timeout in the planning stage it's a simple my character was panicked kind of situation, probably has some penalty to dodge or something that makes them extra vulnerable until the next turn.

