|
|
|
 |
|

October 16th, 2005, 04:41 PM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2003
Posts: 566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: World War
A couple of suggestions:
Random start positions and a wrap-around map are imo vital, as otherwise feeder/fighter strategies will make for a strange game. I once played in a team game where my side was a collecion of cooperating nations, and the other side was a team organized to feed gold to a dual-blessed Vanheim. It was no contest, and not much fun for anybody.
I'd also suggest that if there are any water nations, that there be both, and that they be on seperate teams.
There's been some talk on the IRC channel about putting together a team to challenge the other posters on this thread - we'll see if anything comes of it 
|

October 16th, 2005, 06:43 PM
|
Captain
|
|
Join Date: May 2004
Posts: 947
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: World War
Hmm.. yeah, I guess I was sort of thinking more of a collection of nations against a collection of nations. I'm not sure how I could 'legislate' that, though. Perhaps having random teams would help to make sure people didn't come up with team strategies beforehand. Definitely random starts, I think you're right, Truper.
|

October 16th, 2005, 06:48 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: World War
if you think feeding vanheim is bad try feeding undead ermor a ton of death gems and watch his/her mages and priests skyrocket (not to mention he could go utterdark)
|

October 17th, 2005, 11:50 AM
|
Captain
|
|
Join Date: May 2004
Posts: 947
Thanks: 1
Thanked 0 Times in 0 Posts
|
|
Re: World War
Hey, I just had an idea. Maybe we should have no teams at all for the first 10 turns, then at that point we'll take the person with the most provinces and team him with the person with the least. Then the person with the 2nd most and 2nd least join team 2. And so on.. (score graphs can be on for this game, I think).
I don't know if that's a good idea or not, but it might help to balance the teams against random early game difficulties and so forth. Also, it would make it very difficult to plan a team strategy since you won't know who's on your team until turn 10.
|

October 17th, 2005, 04:21 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: World War
then some people could deliberatly slow down expansion to gain the help of stronger players
|

October 17th, 2005, 05:55 PM
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 286
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: World War
I want in as Jotunheim.
|

October 18th, 2005, 02:49 AM
|
 |
First Lieutenant
|
|
Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
Thanks: 7
Thanked 3 Times in 2 Posts
|
|
Re: World War
I'll play as anything, um, except Ermor.
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
|

October 24th, 2005, 06:37 AM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: World War
Quote:
Truper said:
I once played in a team game where my side was a collecion of cooperating nations, and the other side was a team organized to feed gold to a dual-blessed Vanheim. It was no contest, and not much fun for anybody.
|
Hahahah, yeah we reamed you Trup  Tho in truth our strategy was staged, not feeder/fighter per se. You all just only saw stage 1.
|

October 24th, 2005, 03:47 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: World War
I hate to be contrarian, but if Stage 1 is "crush them utterly", you do not have a multiple stage plan.
2. "Laugh at them while they cry."
3. "Profit!"
Most/least at turn 10 is better than pre-arranged teams, but it would make for some WEIRD decisions.
Like, do I hold off on this guy (very vulnerable) so that I don't end up stuck with him on my team - or, worse yet - we're both in strong positions, take some of my lousy territories so we end as team-mates, etc.
It's also kind of complicated, and province strength at turn 10 may not be a good indicator of real power anyway.
I think two random teams is more fair, I agree that three teams of three could devolve into 6vs3 quickly. Of course, I secretly *like* diplomacy, but everyone else is keen to avoid that, that's cool.
Two completely random teams of four seems fairer to me - which map do we want? I'm happy to do the modding.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

October 24th, 2005, 03:52 PM
|
Colonel
|
|
Join Date: Aug 2005
Posts: 1,606
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: World War
what about mods?
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|