Personally, I believe Neo is right. If the majority voted for 6 minutes, then we should switch to 6. It's simple! Those who are used to playing on 4 can now learn to think slower :D
But why slower? If they finish before 6 minutes, they can just pass the turn, and that's it. If a 6-minute turn leads to them stopping their rush and therefore thinking longer because of it, then they can set some kind of timer for themselves.
And the idea with autosaves feels like some kind of kindergarten. If you didn't make it, you didn't make it! There should be no other way! At this rate, we'll end up allowing loading an auto after a loss... :smile21:
It's not that simple here... Six minutes is generally enough, but indeed, upon an unexpected encounter with an opponent (their arrival), you sometimes have to completely change plans and rethink everything... In such cases, even 6 might not be enough...
Added after 9 minutes
This needs to be eradicated forever!!! There shouldn't be thoughts like: "Should I attack or not? I'll try, if anything happens the auto will save me..."
And then it starts: "I lost, give me an auto, I want to win!"
And if you don't give the auto, then come the grievances...
And who is in the wrong in this situation? The one asking for the auto or the one not giving it?
I completely agree, although I've taken autos myself when offered. Indeed, if an opponent is trying their hardest to beat me, diving into hives, cans, Dragon Utopia to build up an army for a rush and arrive at my place before I'm prepared, then why should I provide him with an auto if he overreaches and fails? If he doesn't want to fail—let him not risk it and develop slower!!! And then when it comes time for contact, maybe I will be better prepared!