Announcement

Collapse
No announcement yet.

Rules Discussion

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Rules Discussion

    Discuss the rules of the new game here!

    Things like:

    1. Appropriate turn time
    2. Who should moderate
    3. Rules on contact
    4. Rules on exploits
    5. you guys get the idea
    First Master, Banan-Abbot of the Nana-stary, and Arch-Nan of the Order of the Sacred Banana.
    Marathon, the reason my friends and I have been playing the same hotseat game since 2006...

  • #2
    Re: Rules Discussion

    Originally posted by Metaliturtle
    Discuss the rules of the new game here!



    4. Rules on exploits


    Make it simple: Do not use exploits.
    RIAA sucks
    The Optimistas
    I'm a political cartoonist

    Comment


    • #3
      6. will there be a mercenary team
      One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
      You're wierd. - Krill

      An UnOrthOdOx Hobby

      Comment


      • #4
        7. will we use the always peace option

        Vi Veri Veniversum Vivus Vici

        Comment


        • #5
          As with the 'number of teams' discussion, some of the rules for the game may differ between a pbem and pitboss demo game. Many will be the same - contact etc. Others, like exploits, will be slightly different.
          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

          Comment


          • #6
            Yay! I finally have Civ 4 and Warlords so maybe I can actually do something other that irritate Con!

            Comment


            • #7
              Originally posted by GhengisFarb
              Yay! I finally have Civ 4 and Warlords so maybe I can actually do something other that irritate Con!
              I doubt it since you don't even do that particularly well....
              *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

              Comment


              • #8
                I think one of the most important rule to discuss is the possibility to allow or not the "double turn" : the player who waits until the turn time is at the end and does play to finish the turn, for exemple moving a stack towards an ennemi city. At the immediate beginning of the next turn he has the possibility to move again his troops, before the other players could do it.

                In the two pitboss i'm hosting the discussions on this topic are endless.... because it's very difficult to find a unique solution for this problem.

                I would only to launch the discussion here
                Hosting and playing the Civ4BtS APT
                Ex-Organizador y jugador de Civ4BtS Progressive Games

                Comment


                • #9
                  One way to take care of this is to have the Game Registered at CivStats (if doing PTBS). It will keep good track of gameplay and that can be used to help (nothing can keep you from doing a double move if you you are really going to do that) keep someone from using this part of the game mechanics.

                  One possibility is to have 1 extra Civ. This Civ is completely Admin Run. It's out on a 1 tile island that is surrounded by ICE. It does no tech reseach (100% tax) builds nothing, really. The only purpose is to give a break of time between the last team playing and the next team.

                  Once the admin has played, there will be a set amount of time afterwards before anyone can logon and start any play.

                  It's an Idea and it might help to keep someone from abusing the mechanics of PTBS.

                  E_T
                  Come and see me at WePlayCiv
                  Worship the Comic here!
                  Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game

                  Comment


                  • #10
                    Originally posted by astrologix
                    I think one of the most important rule to discuss is the possibility to allow or not the "double turn" : the player who waits until the turn time is at the end and does play to finish the turn, for exemple moving a stack towards an ennemi city. At the immediate beginning of the next turn he has the possibility to move again his troops, before the other players could do it.

                    In the two pitboss i'm hosting the discussions on this topic are endless.... because it's very difficult to find a unique solution for this problem.

                    I would only to launch the discussion here
                    There is very likely not any one solution but maybe a series of them that will help to Prevent this.

                    E_T
                    Come and see me at WePlayCiv
                    Worship the Comic here!
                    Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game

                    Comment


                    • #11
                      You aren't going to prevent this, its part of the game mechanics, but whoever takes a double move for offensive gain better be careful because then the defender can do the same next turn......

                      It *should* balance out.
                      *"Winning is still the goal, and we cannot win if we lose (gawd, that was brilliant - you can quote me on that if you want. And con - I don't want to see that in your sig."- Beta

                      Comment


                      • #12
                        Originally posted by E_T
                        One way to take care of this is to have the Game Registered at CivStats (if doing PTBS). It will keep good track of gameplay and that can be used to help (nothing can keep you from doing a double move if you you are really going to do that) keep someone from using this part of the game mechanics.

                        One possibility is to have 1 extra Civ. This Civ is completely Admin Run. It's out on a 1 tile island that is surrounded by ICE. It does no tech reseach (100% tax) builds nothing, really. The only purpose is to give a break of time between the last team playing and the next team.

                        Once the admin has played, there will be a set amount of time afterwards before anyone can logon and start any play.

                        It's an Idea and it might help to keep someone from abusing the mechanics of PTBS.

                        E_T
                        This doesn't work... it just makes the game go slower than it should, making PTBS not help. A player can still just stall until the turn timer runs out, play in the last minute of the turn, and then play again in the first minute. Any enforcement that involved not logging in for a set time after an 'admin' plays, could just as easily be enforced by saying you can't play a turn within an hour of your previous played turn (ignoring the admin team). That would keep the admin from slowing down the game, and prevent double turns (if it's possible to do so) just as easily.

                        You'd have to have a specific and severe penalty for violating it, and have some way of enforcing said penalty. The latter is the difficulty - unless we're going to have some save editor work done or something, there's no real way to inflict penalties. (Excepting, perhaps, the admin having the player's password, and skipping a turn or multiple turns for them - still they'd have to beat them to the turn, of course.)
                        <Reverend> IRC is just multiplayer notepad.
                        I like your SNOOPY POSTER! - While you Wait quote.

                        Comment


                        • #13
                          Originally posted by conmcb25
                          You aren't going to prevent this, its part of the game mechanics, but whoever takes a double move for offensive gain better be careful because then the defender can do the same next turn......

                          It *should* balance out.
                          It doesn't balance out in the immediate time frame, as the defender's double move is less valuable than the offender's in most circumstances. But it does balance out in the sense that all teams are able to do it, and thus it's not a serious harm there; it just encourages better scouting, and/or careful turn management.

                          The real danger to a double move in a PTBS game (as opposed to a live MP game) is the double attack (on a city, say). Basically, launching two consecutive attacks with one stack not giving the defenders a chance to counter-attack the suddenly weakened units; or withdrawing said weakened units after attacking (with single movers). That sort of thing isn't a problem in MP (as the defender is there and aware of what's going on, so he has a chance to respond) while in PTBS it's a problem because the defender isn't. However, it would imply the attacker gave the defender a whole turn to attack HIS units, so in that sense it's not a horrible thing; but it definitely favors the attacker (who is permitted to retreat, while a defender generally won't want to).
                          <Reverend> IRC is just multiplayer notepad.
                          I like your SNOOPY POSTER! - While you Wait quote.

                          Comment


                          • #14
                            I remember raising this same issue in the Teach Alexman game. E_T raises an interesting solution, albeit it may slow the game down. I think pitboss games will just need to live with the "dynamics" created by the turn play.
                            Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                            Comment


                            • #15
                              I do not think double move is that of an issue.

                              Yes, it can favor the one who makes use of it but I can hardly imagine someone winning because of that and not because of simply being a better player.

                              And you don't need to be the last to play in order to gain an advantage over a particular player you're in war with, as long as you play the current turn after him/her, and the next one before he/she does

                              All that are in effect of course as long as "Simultaneous Turns" option is selected

                              Comment

                              Working...
                              X