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I see I am a LITTLE bit late, but nevermind, final settings are good for me anyway.
I am not sure if final decision was made about thread "security", but I am in a favor of variant B, where we will be banned from entering other threads but lurkers can see everything. I was (and still am) mostly a lurker, so that is my point.
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That's fine about simultaneous turns, but at some point we will be burned by it going up against a team with Parkin or MackSeven. Those guys have availability that exceeds the capabilities of mere mortals and will get the first and last cracks in a battle if the rules let them. If we don't mind or can't do anything about it...OK.
I'm not trying to disparage them by specifically calling them out, I reporting what I saw first hand in PB7 and it was always a pain in the ass. I'm certainly not going to watch the clock or civstats closely for this game and induce heartburn trying to keep up with them. It doesn't work for me. So whoever our primary turn players end up being will need to be aware of these things...you may have to keep odd hours every now and then because of the specter of the double move. I still don't know if a ruleset can be constructed to properly deal with the problem, but maybe this one will.
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xenu, keep in mind that PB7 was a game where double move was specifically allowed, and there were next to no rules about it.
Posts: 7,658
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Posts: 6,457
Threads: 134
Joined: Aug 2004
Posts: 7,658
Threads: 31
Joined: Jun 2011
It was PTSD from all the double moves. I was shell shocked.
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By the way, when do we get to pick the one true leader
?
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You could start the thread now actually, we have the game settings, the only thing that would really have an effect is difficulty, map wrap, and coast lines.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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I'm having second thoughts about sequential turns. How would this work:
I might be persuaded to go with sequential after all. After all, most planning for your next turn can be done in advance. Each team will still have a full turn's time to discuss lots of stuff. One problem would be during war, where you would have to reassess every turn based on your enemy's moves. How is this:
1) A team has 4 hours to forward the save from the time it arrives, regardless of when that is. You are *strongly* encouraged to send it sooner if you are able to. This is extended to 6 hours on t50 and 8 hours on t100.
2) A team at war has twice as long to forward the save, and are still strongly encouraged to forward it sooner.
3) Teams that fail to forward the save in a timely manner will be subject to PYFT penalties and random dogpiles.
I think this might move reasonably fast and still allow for plenty discussion. It would be significantly slower whenever several teams are all at war, that's the main downside I can see to it.
Pros: No double moves and no double move rules
As Krill said, 5 teams might just be low enough for sequential to be viable. Even for a demogame.
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Luckily we can still do Sequential in pitboss so we can always check to see what the others have done on their turns and immediately discuss reactions.
Current games (All): RtR: PB83
Ended games (Selection): BTS games: PB1, PB3, PBEM2, PBEM4, PBEM5B, PBEM50. RB mod games: PB5, PB15, PB27, PB37, PB42, PB46, PB71 PB80. FFH games: PBEMVII, PBEMXII. Civ 6: PBEM22 PBEM23Games ded lurked: PB18
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