[quote name=\'That Don Guy\' post=\'174555\' date=\'Jan 11 2008, 12:28 PM\']
I for one have been trying to figure out a way to put a little more thinking into the end game - something along the lines of having the players' buttons be hidden, as in the main game, and if neither player presses their button before the clock reaches its limit, both players leave with the amounts they won in the main game, and if only one person presses, one or the other player wins that amount. However, it always seems to come down to either (a) there's no incentive to press, in which case nobody does, and they each get money, or (b) there's no incentive not to press, in which case it's the same as what they do now.
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Bingo. Under your system, there is never a reason to let the clock reach the end, because the correct decision is to hit the button at some point after your score going in has been reached, but before your opponents is reached, because that is when they will be incented to do the same. Makes it *exactly* the same game.
This concept has been floated on this forum and in ATGS over the years, with different window dressing, and every single time the exact flaws that we're now seeing in practice have been brought up. (And usually the OP dismissed them with "well, I think it's a good idea anyhow.")