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Pitboss 7 Planning Thread

I wouldn't mind playing in this. It would actually make it easier for players like me, that are not as skilled, to be competitive.
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NoScore mod please! And if spies are banned (or disabled in alphabet), then can we set all the mission costs to 0pts to eliminate doing all that math on the mission cost screen?
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NoScore mod as a base sounds like a good idea. If we're using a mod anyway to adjust the wonders and team bonuses, then we may as well add in the NoScore mod too.

Disabling Spies from being built sounds like a good idea if we're using a mod too. Though from experience in the last game, everyone here is good about following written rules regardless.

Not sure what you mean by setting mission costs to 0... if Spies are disabled then how is this relevant, and why would you need to do any math? Or were you referring to passive costs of demographics/research/city visibility? Setting to 0 seems a bit extreme though... wouldn't that give everyone visibility everywhere? I'm sure I'm misunderstanding you somewhere, so perhaps you could clarify. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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nabaxo Wrote:I wouldn't mind playing in this. It would actually make it easier for players like me, that are not as skilled, to be competitive.
Glad to have you aboard, nabaxo. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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By the way, this game could theoretically run with as few as 4 players. Having said that, 6 or 8 would be better, and 10 or 12 (or more) would be great. Obviously we'll need to have an even number of players, so if we end up with an odd number of signups then someone can simply volunteer to be a dedicated lurker (or share playing a civ with someone). But there's certainly a lot of flexibility inherent to the design here, so we can adjust to the number of signups with relative ease. smile
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Lord Parkin Wrote:Not sure what you mean by setting mission costs to 0... if Spies are disabled then how is this relevant, and why would you need to do any math? Or were you referring to passive costs of demographics/research/city visibility? Setting to 0 seems a bit extreme though... wouldn't that give everyone visibility everywhere? I'm sure I'm misunderstanding you somewhere, so perhaps you could clarify. smile

I mean for the active missions. If you know all the math, you can figure out how many hammers someone has in a build by looking at the "sabotage production" cost. Other active missions have similar information hidden inside. If you can't run missions, that information shouldn't be visible.
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Elkad Wrote:I mean for the active missions. If you know all the math, you can figure out how many hammers someone has in a build by looking at the "sabotage production" cost. Other active missions have similar information hidden inside. If you can't run missions, that information shouldn't be visible.
Hmm, I never even knew that was possible. Sounds reasonable to remove it if that's possible, though.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Isn't knowing all that a skill anyway? It's not like everyone else can't do it...
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Kuro Wrote:Isn't knowing all that a skill anyway? It's not like everyone else can't do it...
Not so much a skill as a bonus you get from having way too much spare time. IMHO, being able to tell exactly what a civ you've never met is doing every turn just because you can afford to put in an extra hour or two per turn is a bit silly. Putting partial blinders on so that you can only act on information you can actually see from the map makes for a much more interesting game. It also means you have to actually explore more to deduce who's doing better and worse in the game, rather than watching the scoreboard and making your decisions based on that. I think it's a good idea, anyway. smile

For those who are unaware:

Basically from what I can recall, NoScore mods the game to remove score from territory, population and tech. Score from wonders is reduced to 1 to be Civstats compatible (if everyone is at 0 score it thinks they're all eliminated). So essentially everyone's score is 1 or close to 1 throughout the whole game... eliminating the ability to "read" a ridiculous amount of info about your opponents from their score changes. It's a bit of a breath of fresh air in that respect, IMHO.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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Elkad also pointed out much the same thing in the other thread:

Elkad Wrote:Seems wrong to have info on civs you haven't even met yet. If you got demographics at the same time you got graphs, that could be OK. And it makes it impossible to hide some information. I can outspend you on EPs to deny graphs, put my army in spots where I think you can't see it, and cover my roads in defensive spies, but I can't keep my soldier count from showing?

Nevermind the other stuff. Analysis of how many forests different players have in the BFC via life expectancy, on turn 0? Why should you be able to extract that info?


And the scoreboard itself might be ok. But combined with Civstats (or sitting ingame all day watching it change), you can get a whole lot of info you shouldn't have as well. Why should you know Player C and Player D are in a war, player D just lost a city, which Player C razed, if you haven't even met either of them.

That's more information, and earlier in the game, than what you can get with spies.
Lord Parkin
Past games: Pitboss 4 | Pitboss 7 | Pitboss 14Pitboss 18 | Pitboss 20 | Pitboss 21
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