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(June 27th, 2016, 08:41)ReallyEvilMuffin Wrote: You may not have seen my above post. Were there few tech parity fights in 18 perhaps?
Yeah, it was a cross-post.
In PB18 there was certainly a parity fight between TBS & FinHarry; I can't recall if BGN was involved in that one directly...?
(June 27th, 2016, 08:41)ReallyEvilMuffin Wrote: If it can be converted to sequential, I would much much prefer this.
I'm not saying I'd definitely oppose it, but it would certainly slow things down a lot, wouldn't it?
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(June 27th, 2016, 08:58)Dreylin Wrote: (June 27th, 2016, 08:41)ReallyEvilMuffin Wrote: You may not have seen my above post. Were there few tech parity fights in 18 perhaps?
Yeah, it was a cross-post.
In PB18 there was certainly a parity fight between TBS & FinHarry; I can't recall if BGN was involved in that one directly...?
(June 27th, 2016, 08:41)ReallyEvilMuffin Wrote: If it can be converted to sequential, I would much much prefer this.
I'm not saying I'd definitely oppose it, but it would certainly slow things down a lot, wouldn't it?
I dunno, I don't think it would slow things down too much. As wars get more complex it is more about thinking out the response and as long as one can log in and see the moves I don't think it would make too much difference myself.
Only issue is we wouldn't be able to decide the order, it would be the order on the login.
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For reference, that would make the order:
pindicator
BGN
Scooter
Donovan
Dreylin
REM
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I'm pretty certain it can be converted to full-blown sequential where you play, and then builds and whatnot happen at the end of each player's turn. Any lurkers with knowledge around to comment on this? I don't know if healing is impacted or not. The issue is we can't exactly just line up windows like a PBEM, so our already-kinda-slow game would be slowed down pretty dramatically. Maybe if we held off on doing this until we absolutely had to (there are fighters in the air) it would help?
Some sort of crazy multi-split that requires playing multiple times in the same turn sounds like a total nightmare. I don't think I'd be too interested in playing a game where I had to do that.
(June 27th, 2016, 08:36)ReallyEvilMuffin Wrote: Both players have armies that can move and hit each other, but cannot break through defences. They need to wait for reenforcements to proceed. Because neither army is moving, they heal at the end of each turn. They both have air support hitting their respective targets.
On the turn that a player going first in the turnsplit wants to attack, he uses his air power, reduces the enemy health then attacks. However his units are at full health, because they got their healing at the turn roll. If the second player had bombarded them it would have made no effect because at the turn roll they would have healed.
This is definitely an issue, but there are perks of going second too. I don't think this breaks things nearly as badly as the resource disconnecting issue.
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(June 27th, 2016, 09:19)scooter Wrote: I'm pretty certain it can be converted to full-blown sequential where you play, and then builds and whatnot happen at the end of each player's turn. Any lurkers with knowledge around to comment on this? I don't know if healing is impacted or not. The issue is we can't exactly just line up windows like a PBEM, so our already-kinda-slow game would be slowed down pretty dramatically. Maybe if we held off on doing this until we absolutely had to (there are fighters in the air) it would help?
Some sort of crazy multi-split that requires playing multiple times in the same turn sounds like a total nightmare. I don't think I'd be too interested in playing a game where I had to do that.
(June 27th, 2016, 08:36)ReallyEvilMuffin Wrote: Both players have armies that can move and hit each other, but cannot break through defences. They need to wait for reenforcements to proceed. Because neither army is moving, they heal at the end of each turn. They both have air support hitting their respective targets.
On the turn that a player going first in the turnsplit wants to attack, he uses his air power, reduces the enemy health then attacks. However his units are at full health, because they got their healing at the turn roll. If the second player had bombarded them it would have made no effect because at the turn roll they would have healed.
This is definitely an issue, but there are perks of going second too. I don't think this breaks things nearly as badly as the resource disconnecting issue.
A batch of automated workers on hook resources would auto connect resources before a turn roll if left untouched.
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And healing happens on EoT if it is sequential.
June 27th, 2016, 09:59
(This post was last modified: June 27th, 2016, 10:01 by Mardoc.)
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For resource disconnecting, the lurker consensus is that a 1-2-1 turnsplit, where team 1 may only move workers/do city micro in their second login, could work. It shouldn't slow the game much, because all the tactics would be done already. If team 1's second login happens last, so they roll the turn - then they can immediately play their first half; it shouldn't cost any more time than a regular 1-2 turnsplit.
That way, both teams have a chance to repair damage before production happens. It doesn't address the question of healing parity, though.
(June 27th, 2016, 09:21)ReallyEvilMuffin Wrote: A batch of automated workers on hook resources would auto connect resources before a turn roll if left untouched.
Once. What if I bomb your oil, your workers hook it, and then I bomb it again?
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(June 27th, 2016, 09:59)Mardoc Wrote: For resource disconnecting, the lurker consensus is that a 1-2-1 turnsplit, where team 1 may only move workers/do city micro in their second login, could work. It shouldn't slow the game much, because all the tactics would be done already. If team 1's second login happens last, so they roll the turn - then they can immediately play their first half; it shouldn't cost any more time than a regular 1-2 turnsplit.
That way, both teams have a chance to repair damage before production happens. It doesn't address the question of healing parity, though.
(June 27th, 2016, 09:21)ReallyEvilMuffin Wrote: A batch of automated workers on hook resources would auto connect resources before a turn roll if left untouched.
Once. What if I bomb your oil, your workers hook it, and then I bomb it again?
No not quite - the automated workers if there was nothing to connect would just sit in a city. They would however on the turn being about to roll do their thing. Like if someone doesn't log into the game and the turn rolls - all units with queued orders moved.
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(June 27th, 2016, 10:23)ReallyEvilMuffin Wrote: No not quite - the automated workers if there was nothing to connect would just sit in a city. They would however on the turn being about to roll do their thing. Like if someone doesn't log into the game and the turn rolls - all units with queued orders moved.
This might work if it's just your Oil that's disconnected, but what if the attacker also disconnects, say Horses, Pigs and Marble, how do the Workers choose the "right" one? Or do we just have to keep the entire workforce on standby?
The Lurkers' 1-2-1 split seems OK for a 2-way turnsplit, but I'm not sure that once the turnsplits grow it wouldn't cause any less delay. (at its' height, the last war was 4-way) The most straightforward solution is still to agree not to bombard Strategics and road/railways - there's no necessity to extend it as far as all tile improvements, although with the power of Forts on this map, they should probably be considered.
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(June 27th, 2016, 10:43)Dreylin Wrote: (June 27th, 2016, 10:23)ReallyEvilMuffin Wrote: No not quite - the automated workers if there was nothing to connect would just sit in a city. They would however on the turn being about to roll do their thing. Like if someone doesn't log into the game and the turn rolls - all units with queued orders moved.
This might work if it's just your Oil that's disconnected, but what if the attacker also disconnects, say Horses, Pigs and Marble, how do the Workers choose the "right" one? Or do we just have to keep the entire workforce on standby?
The Lurkers' 1-2-1 split seems OK for a 2-way turnsplit, but I'm not sure that once the turnsplits grow it wouldn't cause any less delay. (at its' height, the last war was 4-way) The most straightforward solution is still to agree not to bombard Strategics and road/railways - there's no necessity to extend it as far as all tile improvements, although with the power of Forts on this map, they should probably be considered.
Nearest one. Could be issues if overwhelming airpower hitting everything, although bigger issues if that is the case really!
I would say airpower being able to stop prod of a city and making it work bombed out tiles is still a bit of an issue tbh...
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