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  • #16
    And I guess you have to experiment with being attacked with a double turn to realize the defenseless of the situation
    Last edited by Niessuh; May 22, 2007, 13:04.
    Campeón 2006 Progressive Games
    civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
    civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

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    • #17
      Been there and done that, Im in a couple of pitbosses right now
      *"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

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      • #18
        Looks like the Goonies approve of BigFree's amendment.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

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        • #19
          Southern Cross will await Nugog's return from booze bender (sorry, business trip) before casting our vote.
          Last edited by RobWorham; May 22, 2007, 15:45.
          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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          • #20
            Team Apolyton is still discussing this.
            <Reverend> IRC is just multiplayer notepad.
            I like your SNOOPY POSTER! - While you Wait quote.

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            • #21
              Now that we are playing on a sailor map, must say that double moves are specially overwhelming on naval combat. You can attack a fleet and then come back to safe port unharmed or attack any fleets ten tiles away.
              Campeón 2006 Progressive Games
              civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
              civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

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              • #22
                or disembark on a place ten tiles away, or disembark and then attack without any opportunity for the defender...this game could be a joke
                Campeón 2006 Progressive Games
                civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
                civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

                Comment


                • #23
                  Southern Cross supports Big Free's Amendment.

                  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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                  • #24
                    I think BF's amendment needs to be clarified: does 'logging in' count or does the team have to end turn to count?
                    <Reverend> IRC is just multiplayer notepad.
                    I like your SNOOPY POSTER! - While you Wait quote.

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                    • #25
                      I read it as "ending turn" - but I may be wrong.
                      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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                      • #26
                        I read it "moves", as in moving any unit. You shouldn't be allowed to move a unit later just because you haven't ended your turn.
                        Yours in gaming,
                        ~Luc

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                        • #27
                          Originally posted by Elucidus
                          I read it "moves", as in moving any unit. You shouldn't be allowed to move a unit later just because you haven't ended your turn.
                          I totally agree here. You should be able to log in at any time during any turn to refresh the situation in your mind, but moving units is what potentially causes the issues with double moves. To err on the side of caution, I suggest that a team is not permitted to move any units during the period which they could potentially double move another team. This should even include units like Workers, since they might otherwise be captured on a retaliation by the other team.

                          Also, I would like to suggest that when a team does make its moves at the start of or during wartime, all of the moves must be made at once. Otherwise we arrive at the hellish situation of teams logging in at hour #1, moving some units, logging back in at hour #12 after their rival has retaliated and moving some more units, logging back in at hour #25 after they hear that an additional third party has declared war on them, moving some more units, and so on. It then forces all teams to log into the game as often as possible - every few hours - just to make sure that the team they're at war with hasn't moved some extra units to threaten them since they last logged in. This is simply unreasonable.

                          In short (for WARTIME only, peace doesn't really matter), I suggest the following: Don't move ANY of your units early in the next turn if you moved after your rival in the previous turn, and when you do make your moves make them ALL AT ONCE (no logging back in to make additional unit moves). I believe that this clarification will avoid teams trying to take advantage and find loopholes in the double move rules.
                          - Lord Parkin / emperor

                          Read all about my adventures in the Realms Beyond Pitboss 4 game!

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                          • #28
                            So what is the final verdict on this?

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                            • #29
                              Originally posted by emperor
                              In short (for WARTIME only, peace doesn't really matter), I suggest the following: Don't move ANY of your units early in the next turn if you moved after your rival in the previous turn, and when you do make your moves make them ALL AT ONCE (no logging back in to make additional unit moves). I believe that this clarification will avoid teams trying to take advantage and find loopholes in the double move rules.
                              Campeón 2006 Progressive Games
                              civ4 mods: SCSCollateral GrayAgainstBlue ProperCrossings
                              civ3 terrain: Irrigations Roads Railroads Borders Multimine Sengoku Napoleonic

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                              • #30
                                I don't think I can agree with this. There are times in wartime that you have reason to make some moves, then allow the other guy to move, then do the rest of your moves. Many times, in fact.

                                Case in point: I have a stack of catapults in a city, and then a bunch of other units. My opponent has a bunch of units. I hit his stack with my catapults, weaken them, etc. However I can't beat his strongest couple of units with my leftover units. He attacks, and his strongest units win but are weakened. I now am able to win with my weaker units (let's say my defenders get a bit lucky), and do so.

                                A more significant case, though, is this: Let's say my opponent sees that I took my turn, and moved some units. He then makes a surprise move of horsed units into my territory, intent on taking a weakly defended middle range city. I have several spears that can easily move to defend the city - in two turns' moves. However, since I've already moved once that turn, I am unable to reinforce that city, and lose it as a result of my opponent taking advantage of the rules.

                                This is the problem with this rule of course... it's very hard to lock down when people move and such.

                                The only real way to do it is the honor system... for better or for worse. Don't move units that you moved in the last twelve hours or so during the first twelve hours or so of the next turn (or whatever). Just don't do it. Enforcement comes down to someone else objecting to a move you made that disadvantaged them. It's not going to always be obvious to you that something happened in violation of this rule, but I suspect any flagrant violations will be noticed by combatants in this game (with the multiple people per team scoping things out).
                                <Reverend> IRC is just multiplayer notepad.
                                I like your SNOOPY POSTER! - While you Wait quote.

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