As far as I am concerned Epic is pretty good for single-player but for multiplayer, I am not so sure...
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For MP on Pitboss Epic is very lengthy. I played Realpolitik (a team Pitboss game) with a small mod that was built such that techs researched at Normal speeds and the rest of the game was at Quick. Something similar could easily be done for Normal speed builds with Epic length techs
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Originally posted by BigFree
Quick for turns that take 72 hours.
Normal for 48 hours.
Epic for 36 hours.Let your every day be full of joy, love the child that holds your hand, let your wife delight in your embrace, for these alone are the concerns of humanity.
The BtS Pitboss Team Democracy Game has just started!!!
Come and test your metal in the Apolyton Civ4 Beyond the Sword Tri-League Tournament
Tohunga o kairākau of Southern Cross in the Warlords Pitboss Team Democracy Game, and Member of the Great Council and Curator of The Khan's Compendium for The Horde in the Civ4 Team Democracy Game
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Originally posted by BigFree
Quick for turns that take 72 hours.
Normal for 48 hours.
Epic for 36 hours.I don't know why he saved my life. Maybe in those last moments he loved life more than he ever had before. Not just his life - anybody's life, my life. All he'd wanted were the same answers the rest of us want. Where did I come from? Where am I going? How long have I got? All I could do was sit there and watch him die.
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Longer or shorter game length doesn't impact how long it takes a team to log in and play their turn. Why wouldn't we use 24 hours?
No team should need more time than that since the game is always up and can be checked in its current state by all players. This assumes that the teams are all planning ahead, of course, but I can't imagine a group of players not being able to reach consensus about most things before the turns roll over.
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I think what he is saying is, if we want a game with more turns we should decrease the time for each turn, so the overall length of the game is the same.
I'm still not convinced about 24hours. What if your team is spread across the world. To get everyone together is not always so easy. I think 36 hours is a good compromise.Let your every day be full of joy, love the child that holds your hand, let your wife delight in your embrace, for these alone are the concerns of humanity.
The BtS Pitboss Team Democracy Game has just started!!!
Come and test your metal in the Apolyton Civ4 Beyond the Sword Tri-League Tournament
Tohunga o kairākau of Southern Cross in the Warlords Pitboss Team Democracy Game, and Member of the Great Council and Curator of The Khan's Compendium for The Horde in the Civ4 Team Democracy Game
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Though we're getting off-topic now, in an earlier discussion seemed that 48 hours was to make it. That is the upper limit for a team to play a turn but in practice can vary anything between a few hours to 48 hours.
I believe, at list at the beginning that 24-36 will be the most often to see.
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And Marathon for games with a 24 hour turnaround.1st C3DG Term 7 Science Advisor 1st C3DG Term 8 Domestic Minister
Templar Science Minister
AI: I sure wish Jon would hurry up and complete his turn, he's been at it for over 1,200,000 milliseconds now.
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Originally posted by proviisori
Normal
quick is way too quick for a pitboss game
Originally posted by Fosse
Well, the 48 hours would be the max a turn could go (in theory, in practice it would probably be closer to 52+ hours each turn), and whenever all players play their turns the game would end early.
Is the 48 hour clock set? Having played in a similar pitboss game before I don't recall instances when any team ever needed more than one day to play their moves.
48 hours is a LONG time between turns while 24 whould probably suit everyone okay.
Originally posted by Zoid
3.6 years if our calculations are correct (48 hour turn time). This might be too long...
Originally posted by RobWorham
I think what he is saying is, if we want a game with more turns we should decrease the time for each turn, so the overall length of the game is the same.
I'm still not convinced about 24hours. What if your team is spread across the world. To get everyone together is not always so easy. I think 36 hours is a good compromise.
So, from me, that's: 24 hour timer (initially), Epic speed.
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Not sure about it. It is nice to have fast turn pace generally but this might not be possible all the time for all teams and I don't think people will synchronize their work or personal life according to our Demo game, and not sure how changing speed back and forth would work either.
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Originally posted by Keygen
Not sure about it. It is nice to have fast turn pace generally but this might not be possible all the time for all teams and I don't think people will synchronize their work or personal life according to our Demo game, and not sure how changing speed back and forth would work either.
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Parkin, I agree but still the elected president of each team might not be always available to play within 24 hours nor a vice-president or something like this.
As for starting with a 24-hour turn limit and change it in the progress is OK with me but yet not sure if all will agree. I guess the most likely due to high interest at the beginning, teams will play within 24 hours or less on their own probably for most of the first 20-30 turns or so, so not sure if necessary to have a 24-hour time limit and change it to 48-hour later.
What ever people want, and in this particularly I will support even the minority if they have serious objections on adopting a 24-hour limit for start or for ever.
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Well I'm not sure about the rest of you, but I suspect that our team will probably be run such that while there's one (or more) main turn players, if the turn timer gets down to a sufficient level and none of us have played then any member of the team will be able to log in and perform the moves.
Of course, if you don't want to run your own team like that then that's fine - the solution is just to pick someone who can always be around at least once every 24 hours to be your captain. Judging by the extent to which some of you seem to be online and posting here, I imagine that shouldn't be too difficult.
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Originally posted by Lord Parkin
Judging by the extent to which some of you seem to be online and posting here, I imagine that shouldn't be too difficult.
It is not so much playing the turn - but having the time to discuss strategic decisions, particularly for those teams who have 3 timezones and two hemispheres to deal with.I don't know why he saved my life. Maybe in those last moments he loved life more than he ever had before. Not just his life - anybody's life, my life. All he'd wanted were the same answers the rest of us want. Where did I come from? Where am I going? How long have I got? All I could do was sit there and watch him die.
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