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(June 27th, 2016, 10:47)ReallyEvilMuffin Wrote: 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...
So we're back to not bombarding tile improvements...?
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Quote: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.
There's no need to maintain a turn order in the 'mini-turn' where players are moving workers, so the most you'll add is one extra turn split.
I was first in the turn order for a time in PB18 when OH was bombing my improvements(not just resources) and found it very frustrating. You micro your cities to do one thing, the tiles you're working get bombed and suddenly that's all useless. If you're first in the turn order you never get a chance to fix that before the turn roll, whereas second in the turn order does.
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(June 27th, 2016, 11:23)The Black Sword Wrote: Quote: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.
There's no need to maintain a turn order in the 'mini-turn' where players are moving workers, so the most you'll add is one extra turn split.
I was first in the turn order for a time in PB18 when OH was bombing my improvements(not just resources) and found it very frustrating. You micro your cities to do one thing, the tiles you're working get bombed and suddenly that's all useless. If you're first in the turn order you never get a chance to fix that before the turn roll, whereas second in the turn order does.
This. How many of us build a unit to max out the hammer output. Only to find it drastically changed. So frustrating!
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I'm not seeing the benefit of a 1-2-1 over simply agreeing to not bomb unoccupied tiles. Why subject ourselves to that tedium?
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If you disallow bombing improvements altogether then air power loses a big advantage, that's the trade off.
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Still think it is best to go sequential here.
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(June 27th, 2016, 11:47)ReallyEvilMuffin Wrote: Still think it is best to go sequential here.
I'm still working this through in my head, but my gut is saying that I really just don't see this can be the overall best solution. It seems like a brute-force solution that negates all the benefits of the standard pitboss environment and offers little in exchange over the original, simple suggestion.
It also seems like it's a much less intrusive suggestion for people that have flexible access windows than it is for people that have one narrow play window ... we've already unfortunately seen how that can slow the game down.
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In theory I would love to go sequential, but I'm afraid doing so would result in 2T played a week. A few weeks of that, and I would probably be looking for a replacement out of boredom. We're barely getting 3-4T a week right now with simultaneous turns.
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How about no air units?
June 27th, 2016, 15:31
(This post was last modified: June 27th, 2016, 15:32 by Dreylin.)
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(June 27th, 2016, 15:13)ReallyEvilMuffin Wrote: How about no air units?
Maybe a bit late for that, but we could still go no-Oil!
Edit: of course then I'd be out of a job...
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