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Proposal: EitB Pitboss game

Somewhat biased view, but wouldn't the opposite order from the 3rd roudn picks be fairest?
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I await the map with glee.

However, do you guys want to set a start time later on in the week? Sunday is nearly over here, and I am actually quite busy (read: HOLY CRAP SO BUSY) this week.

Personally, I would be much happier starting on the coming weekend, or perhaps on the Friday.
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I have no idea how busy you are or how long it takes to set up a game like this, but considering the delay we've already had to go through, the sooner we get started the better. Your RL comes first of course, and if your not able to start the game until next weekend due to that we understand, but our team at least just wants to get this game started.
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nabaxo Wrote:Nice! It's moving!

Did we decide on a playing order?
Mardoc Wrote:Hart/TheBold/Sid: 930-1530 GMT. TheBold is 10-1230 GMT
Amelia/WK/nabaxo: 1100-1500 GMT
Kyan/DaveV/plako: 1600-1900 GMT
Mardoc/Thoth/Ellimist: 2300-0500 GMT

Because TheBold presumably has a hard cutoff at his ending time, I'm guessing before Amelia & Co makes the most sense.

No one objected to this, IIRC. I'd rather not base is on our picking order, except maybe to the extent of letting Kyan/DaveV/plako go first, because I want to keep the possibility of a turn/day pace.
EitB 25 - Perpentach
Occasional mapmaker

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Ah, I had forgotten about that. Thanks for clarifying Mardoc! smile
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Quote:Your RL comes first of course
This is pretty much it. I've got three critical uni assignments due in the next two weeks (I'm in Australia), and I'd just like to have one more week without a second pitboss game intruding on my virtually non-existent free time.
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Hart: obviously, do what you need to do for university first. On the other hand, the first few turns should only take a few seconds to play. Once a precedent of slow play is set, games tend to bog down, as the other teams start to say "well, this is obviously not a priority for the other teams, so why should we make the effort to play promptly?"

One of the ideas of this setup is that your teammates can fill in for you if you're unable to make your normal play window.

If it's a question of an involved setup to get the game kicked off, then that's a different animal.

No criticism intended here, I'm just afraid for the long-term future of this game if we don't start cranking out turns at a reasonable pace soon.
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Yep, I get ya. I'll lock in a definite time... Friday evening.
Quote:London (United Kingdom - England) Friday, 8 June 2012 at 12:00:00 Noon BST UTC+1 hour
Adelaide (Australia - South Australia) Friday, 8 June 2012 at 8:30:00 PM CST UTC+9:30 hours
Corresponding UTC (GMT) Friday, 8 June 2012 at 11:00:00
Does this work for everyone? I suggest this, because if my team is to go first, then this is our natural start time.

What should the turn timer be set to? Just FYI, we've also figured out ways to extend the time of a turn already in progress, so that's always an option. Our usual method is to have t0 stupidly long (48 hours), to make sure everyone can connect/troubleshoot problems, then bring things down to a more manageable 20~ hours.
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Hart Wrote:Yep, I get ya. I'll lock in a definite time... Friday evening.

Does this work for everyone? I suggest this, because if my team is to go first, then this is our natural start time.

What should the turn timer be set to? Just FYI, we've also figured out ways to extend the time of a turn already in progress, so that's always an option. Our usual method is to have t0 stupidly long (48 hours), to make sure everyone can connect/troubleshoot problems, then bring things down to a more manageable 20~ hours.

So long as the game gets to our team before Sunday, that would be ideal. No reason we can't start earlier, on our end. I suppose the only question for you is whether your teammates can fill in while you're busy this week?

As for a turn timer - do we really need one? Only four teams, people champing at the bit, we can probably do without. In any case, I'd prefer 24 hours to 20, although we can be flexible, only our official timeslot is guaranteed.

Finally, a last detail - can we get a test game up on the server, to make sure we can all connect? I'd much rather deal with any technical problems while we wait, then right after we start. Especially if they're on my end.
EitB 25 - Perpentach
Occasional mapmaker

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Hart Wrote:I suggest this, because if my team is to go first, then this is our natural start time.

Which team is going first? No one has said anything, apart from plako/DaveV/Kyan going first since they went last in the 3rd pick.

Hart Wrote:What should the turn timer be set to? Just FYI, we've also figured out ways to extend the time of a turn already in progress, so that's always an option. Our usual method is to have t0 stupidly long (48 hours), to make sure everyone can connect/troubleshoot problems, then bring things down to a more manageable 20~ hours.

Fair enough, although if any technical issues do arise we could always pause the game instead.

Mardoc Wrote:As for a turn timer - do we really need one? Only four teams, people champing at the bit, we can probably do without. In any case, I'd prefer 24 hours to 20, although we can be flexible, only our official timeslot is guaranteed.

Yes we need a turn timer so people don't get lazy, if there's a problem of some sort we can always pause it. The reason we have a 20h timer is because 20h of game time almost equals 24 hours in real life.

Mardoc Wrote:Finally, a last detail - can we get a test game up on the server, to make sure we can all connect? I'd much rather deal with any technical problems while we wait, then right after we start. Especially if they're on my end.

I'm assuming if Hart had enough time to set up a test game, he'd also have enough time to set up the real one. If that's not the case, then it would be a good thing to try.
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