June 21st, 2013, 22:57
(This post was last modified: June 21st, 2013, 23:01 by NobleHelium.)
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Nobody is nitpicking. We are making suggestions that we think will improve our situation in the game. No suggestion is too small to consider if it improves our chances of winning. That does not mean that we think you are a poor turnplayer or that we don't appreciate the job that you are doing. Saying that we should do X is not mutually exclusive with thinking that you are doing a great job doing the set of (The Universe - X). Nor does it mean that the thing Y that we are doing instead of X is a poor action, it just means that we think X is more optimal than Y.
June 21st, 2013, 23:00
(This post was last modified: June 21st, 2013, 23:02 by Bigger.)
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(June 21st, 2013, 22:40)SevenSpirits Wrote: Bigger, do you think I should have just said "you're wrong - move the 2-movers up"?
honestly, I think you should avoid bluntness whenever possible. or at least know your audience.
I think you are a sweetheart and honestly don't intend to offend anyone, but matter-of-fact bluntness (like pointing out a contradiction that was probably just a a slip-up) can come off as arrogant or offensive to someone that is proud (like Sulla, or say, Xenu ). It likely wouldnt come across like that at all if you were addressing me, or several other people on the RB.
anyway sulla did check the odds and left the option of moving up for debate. I think he's done a fine job of letting the team overrule him when he is out-voted (minus a couple of minor moves he made quickly that couldnt be undone, hehe).
edit: Noble could probably use the same advice, lol
Please don't go. The drones need you. They look up to you.
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Really now, RB is full of the most pedantic nitpickers on the internet and ANY AND EVERY turnplayer will be subject to the same thankless scrutiny. See any RB multiplayer game report ever featuring the :weed: smilie ever. We all want to win and will forever offer our thoughts on the most optimal play. Hell. look at any lurker thread ever for unsolicited advice on how to play better.
If anyone has a better idea of how to harness the general RB attention to the game please suggest!
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(June 21st, 2013, 23:00)Bigger Wrote: blah blah blah
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(June 21st, 2013, 22:48)Sullla Wrote: Ruff, the maces you highlighted earlier in this thread have either already moved this turn (and thus won't heal) or will heal to full health without needing to promote, due to this Medic III unit. We can decide on promoting those units next turn. (June 21st, 2013, 21:20)Ruff_Hi Wrote:
This post is only about the left most mace - it is the only one that can heal this turn.
If I understand flying pigs post ...
... then the medic III in our city will provide 15HPs (home city in resistance) + 15HPs (Medic III) for 30HPs. The 5.1/8 mace has 64 HPs (5.1 / 8 * 100) so one round of healing will move it to 94 HPs. If we promote before the turn rolls, then it will be at 100HPs (fully healed) [64 --> 82 + 30, limited to 100].
I think that is the maths behind the healing of this unit. However, do we need this unit ready to go next turn? Will the turn after be just as good? That is another question.
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
June 21st, 2013, 23:36
(This post was last modified: June 21st, 2013, 23:41 by fluffyflyingpig.)
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(June 21st, 2013, 23:30)Ruff_Hi Wrote: (June 21st, 2013, 22:48)Sullla Wrote: Ruff, the maces you highlighted earlier in this thread have either already moved this turn (and thus won't heal) or will heal to full health without needing to promote, due to this Medic III unit. We can decide on promoting those units next turn. (June 21st, 2013, 21:20)Ruff_Hi Wrote:
This post is only about the left most mace - it is the only one that can heal this turn.
If I understand flying pigs post ...
... then the medic III in our city will provide 15HPs (home city in resistance) + 15HPs (Medic III) for 30HPs. The 5.1/8 mace has 64 HPs (5.1 / 8 * 100) so one round of healing will move it to 94 HPs. If we promote before the turn rolls, then it will be at 100HPs (fully healed) [64 --> 82 + 30, limited to 100].
I think that is the maths behind the healing of this unit. However, do we need this unit ready to go next turn? Will the turn after be just as good? That is another question.
Healing mechanics are mostly correct. You get a bonus +10 HP for Medic I on the Medic III unit, so +40HP/turn total. You can confirm in game. Therefore I don't think we need to promoheal in order to heal to full in one turn.
No comment on the tactical situation.l
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(June 21st, 2013, 23:24)spacetyrantxenu Wrote: (June 21st, 2013, 23:00)Bigger Wrote: blah blah blah
Another CFC spy! Kick him off the team!
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I didn't see the stream, but we definitely have some know-it-alls, some sticks-in-the-muds, some holier-than-thous, and some generally testy folks. But that shit often makes us the force that we are as a unit. So chill out and aim those tendencies at those that deserve it, like CFC.
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(June 21st, 2013, 23:36)fluffyflyingpig Wrote: Healing mechanics are mostly correct. You get a bonus +10 HP for Medic I on the Medic III unit, so +40HP/turn total. You can confirm in game. Therefore I don't think we need to promoheal in order to heal to full in one turn.
Oh ... so it is +15HPs (home city in resistance) + 10HPs (Medic I) + 15HPs (Medic III) for 40HPs? If so, then I will put my slide rule and calculator away.
Also - does this mean that Medic II does nothing for units on the same tile?
I have finally decided to put down some cash and register a website. It is www.ruffhi.com. Now I remain free to move the hosting options without having to change the name of the site.
(October 22nd, 2014, 10:52)Caledorn Wrote: And ruff is officially banned from playing in my games as a reward for ruining my big surprise by posting silly and correct theories in the PB18 tech thread.
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Yep. Medic II is worthless for units on the same tile.
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