Announcement
Collapse
No announcement yet.
Official: PBEM or Regular?
Collapse
X
-
PBEM. Ok, so I'm not a veteran in PBEM games, but it would be interesting to have a go at it, at least IMO.
-
/me baulks at the prospect of PBEM....
I joined this game (and other Demo games) in order to sharpen my own playing skills. I have had my eyes opened considerably, but I don't feel I am ready for this. Chalk me up as one of those inexperienced players who is reluctant to look at anything beyond team decision ATM.
We could always go the way of the civ2 demo game. We are on our third game. All Deity, and there's never a question of losing normally. But for the last two games we have put in our own restrictions - this game we are not allowed to build Wonders or Caravans, shoving us firmly into a different role - there's no caravaning wour way to a win - we will have to fight and fight often.
Why don't we think about this with SMAX? We can say that crawlers are not to be used, or only for rushing - no crawling squares. Or we can't build SPs, we have to capture them. Or we can even mod a faction to have no positives, or fewer positives, or no advantages whatsoever!
Please, I want to learn more, and I want to join in, but I don't feel up to it with PBEM. Can't we think about giving a challenge like what I have mentioned for the veterans, and still allowing those of us who need to learn to do so under the protective (and sometimes evil) umbrella of said veterans?
Leave a comment:
-
That's just the sort of detail we need to know and discuss.Well, as long as each team has more than one person who can play the turn (at the PTW DG each team has
three, but that may prove too many here), that shouldn't be a problem too often.
Leave a comment:
-
True, although we do not need to decide now. If we start with 24 hours per turn, then we may move to 48 later if we need to, but that we can decide later.
Leave a comment:
-
Well, as long as each team has more than one person who can play the turn (at the PTW DG each team has three, but that may prove too many here), that shouldn't be a problem too often.
Leave a comment:
-
No, it may not take 48 hours, but as a maximum, I think it would be good. Suppose someone forgets, or has a day without the net. Usually it would take less than 24 hours, but as a maximu, later in the game, 48 might be a good idea.
Leave a comment:
-
Yes, 48 hours seems long if plans are in place.Originally posted by GeneralTacticus
I don't see why. As long as you have some basic plans in place (and the actual rate of turns per day may in fact be slower than what we did in first DG, remember) and are prepared to improvise a bit if necessary, I see no reason why one would need 48 hours to play one turn.
Leave a comment:
-
I don't see why. As long as you have some basic plans in place (and the actual rate of turns per day may in fact be slower than what we did in first DG, remember) and are prepared to improvise a bit if necessary, I see no reason why one would need 48 hours to play one turn.
Leave a comment:
-
Certainly it should be quicker at the start, but as the factions grow maybe 48 hours would be needed.
Leave a comment:
-
I think in the Civ3 PtW DG the team HAS to pass on the turn at most 24 hours after they received it. I think we should use a similar time limit here as well, otherwise we might get stuck with playing one turn a week, which would lengthen the game quite a lot...Originally posted by Hercules
Turn rate would vary depending on team decision making style (now is that not politic).
Leave a comment:
-
I think we're slowly getting there. I think we need 2/3 anchors per team.
By anchors I mean players who can actually play the game PBem style.
This would not now be a case of playing 4-8 turns per session as last ACDG, but the members receiving copy of turn and communicating views to player/leader on next move. And of course future plans. The player would then play the turn.
Turn rate would vary depending on team decision making style (now is that not politic).
Leave a comment:
-
Not really bothered but isn't there a danger of players drifting away and leaving some factions underpowered?
Leave a comment:
-
Ah, I was never even dreaming about more than two or three teams.Originally posted by Static Universe
I have no problems with the PBEM style, but if there aren't enough people to fill out 6-7 teams, perhaps 2 or 3 teams might be possible?
Leave a comment:
Leave a comment: