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Intersite Game - Turn Discussion Thread

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.
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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 mischief). 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

rolleye

Played: Pitboss 18 - Kublai Khan of Germany Somalia | Pitboss 11 - De Gaulle of Byzantium | Pitboss 8 - Churchill of Portugal | PB7 - Mao of Native America | PBEM29 Greens - Mao of Babylon
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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: [Image: MacesNeedPromos.jpg]

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 ...
(June 15th, 2013, 19:21)fluffyflyingpig Wrote: Base Healing Rate
Eligible units will heal:
5HP per turn in enemy territory.
10HP per turn in neutral/friendly territory.
15HP per turn in home/allied territory, OR, in any city which is in resistance.
20HP per turn in any city which is not in resistance.

Additive Modifiers
+10HP per turn in city with Hospital
+10HP per turn for Combat IV in friendly/neutral territory
+10HP per turn for Combat V in enemy territory

Medics
+10HP per turn for Medic I on tile OR Medic II on adjacent tile
+15HP per turn for Medic III on tile OR tile
+15HP per turn for Woodsman III on tile
Largest bonus from friendly Medic promotions applies

Promotion Healing
Taking a promotion heals half of a unit's missing health, rounded down

Eligibility
Units that took the following actions are eligible for healing:
Fortify
Sleep
Sentry
Defending against an attacker
Sitting in the cargo of a ship while it moves
Accepting a promotion
Intercept Mission (air units)
Have the March promotion
... 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.
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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: [Image: MacesNeedPromos.jpg]

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 ...
(June 15th, 2013, 19:21)fluffyflyingpig Wrote: Base Healing Rate
Eligible units will heal:
5HP per turn in enemy territory.
10HP per turn in neutral/friendly territory.
15HP per turn in home/allied territory, OR, in any city which is in resistance.
20HP per turn in any city which is not in resistance.

Additive Modifiers
+10HP per turn in city with Hospital
+10HP per turn for Combat IV in friendly/neutral territory
+10HP per turn for Combat V in enemy territory

Medics
+10HP per turn for Medic I on tile OR Medic II on adjacent tile
+15HP per turn for Medic III on tile OR tile
+15HP per turn for Woodsman III on tile
Largest bonus from friendly Medic promotions applies

Promotion Healing
Taking a promotion heals half of a unit's missing health, rounded down

Eligibility
Units that took the following actions are eligible for healing:
Fortify
Sleep
Sentry
Defending against an attacker
Sitting in the cargo of a ship while it moves
Accepting a promotion
Intercept Mission (air units)
Have the March promotion
... 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

rolleye

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.
Completed: SG2-Wonders or Else!; SG3-Monarch Can't Hold Me; WW3-Surviving Wolf; PBEM3-Replacement for Timmy of Khmer; PBEM11-Screwed Up Huayna Capac of Zulu; PBEM19-GES, Roland & Friends (Mansa of Egypt); SG4-Immortality Scares Me
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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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