PAUSE TO PREVENT NMR
The way this works needs improving as it currently allows someone to intentionally NMR to delay the game *and* allows the offender the opportunity to chat with others after the phase should have run out. This rule also penalizes the non-offenders per the following hypothetical scenario:
Player A knows the current phase will end at 1pm, he has sent press to multiple people, and plans to check at 12:15 on his lunch break since he's had a busy morning at the office. Player A logs in to see multiple messages have been sent to him, but someone is about the NMR so the game got paused at noon and the press changed to gunboat rules (so he is not able to read those messages). Player A, with a busy life, now has no idea when the game will be unpaused, and will only have 60 minutes to find out the game has been unpaused in order to send press, and in order for others to read his press (assuming those others figured out when the game was unpaused), as final plans are being figured out.
What should happen when a game is paused due to a potential NMR is that, in the scenario above, the game is okay to be paused at noon, but the game should *not* be set to gunboat press until 1pm so the people that are engaged with the game and planning to chat back-and-forth with others that are engaged with the game have that opportunity for the full length of the current phase. Then, whenever the game gets unpaused the game remains in gunboat press until the phase gets resolved. The pause is to avoid a NMR, not to allow offenders extra time to chat and coordinate orders, and not to penalize non-offenders.
Furthermore, this should be the case whenever a game is initially paused to avoid a NMR, it should *not* be the case that, hypothetically, a delinquent player NMRs on purpose to hijack a game and then requests a pause 24 hours later to get the phase reset and thus get a full extra phase for press.