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Pitboss 7 failed because the double move rule was not followed.
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There wasn't one originally - that was the premise.
I think modding 8 hours on units could work (instead of 8 seconds).
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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For the record, all my comments about Gspy are just for fun, and not something I want in this game. Turn espionage off via options is my preference. Far from ragequitting if we decide the no-build-spy thing though.
I dunno about double moving, rules vs. hardcoding vs. allowing it. As I understand, allowing it means one can get utterly trashed by a surprising alpha strike (but still this is equal for all players) but a bigger problem is that people will manipulate the timer for in-game advantage, which will typically lead to much dead-time and dragged out days.
Hardcoding - if I'm last to log in one day, the turn flips when I end my turn. Then I can play a new turn, which is good for game flow. Assuming no conflicts possible here, say first 25 turns. Maybe I only had that window a particular day, so if I can't double move my units, 24 hours till I can play again will lead to drawn-out days. If it is hardcoded a 2-hour delay then I would normally be able to play, chill 2 hours and play again.
So to sum up, I think rules + no AW is what I prefer now.
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The No Espionage option turns all EPs that would be generated into culture, or something unbalancing like that. If you don't want espionage, the best option is no building spies.
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Unless you play rbmod.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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I'm in if I'm qualified for a greens game still.
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(May 2nd, 2013, 02:59)NobleHelium Wrote: Pitboss 7 failed because the double move rule was not followed.
well there was no double move rule. some people even felt it was encouraged.
AW wouldnt be an issue if the players had the same attitude as in PB5 and PB8 - a gentleman's agreement not to double move. even in AW you aren't likely to get 5 way wars.
Please don't go. The drones need you. They look up to you.
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I think what I like about Espionage off by setting is, you do actually get a chance to see all demo graphs from the start (is that right, or only after you've met?). For new MPers I guess this opens up an opportunity to specialise in C+D if that's what you're interested in. I also find espionage to be a booooring subgame. But if the culture conversion is too wacky, I don't mind either.
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Jowy and Azza - sorry but you guys aren't green by my standards. Hoping to get an uber-mp-knewb game up here much scope for trusted advisors though!
Having spent some small time thinking about this too, I was wondering how to encourage xp'd players to participate with some degree of, well, regularity I suppose. To that effect I wonder if for this game, a slight relaxation of lurking notions might be in order.
Normally I guess global lurkers couldn't really say something in a player thread which might be considered to be leading, whether it had relevance to other knowledge or not. I think this is going to exclude friendly input from experienced players who otherwise might chime in with some really good advice, and limit the fun and learning opportunities for this game in particular.
I hesitate to suggest specifics.. but I do think that people at RB are most capable of self-assessing the impact of advice - any ideas?
May 2nd, 2013, 09:38
(This post was last modified: May 2nd, 2013, 09:42 by teleh.)
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(anyways I'll spend some time getting an interested peeps list and settings consensus up in the first post over the weekend, as well as a rough timeline for a start. still a lot of [strike]work to be done[/strike] stuff to do(!), at a totally approximate *guess* i'd reckon there's at least a few weeks to hammer things out.)
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