Oh, also, I should add that I think the 2 counterspy "fix" is a little odd. It's an inflexible number, the same for both long and short games, and it's rather arbitrary.
Announcement
Collapse
No announcement yet.
FG: Go 12:"Even Older School Revisited"
Collapse
X
-
That's elegant, but it might make spies too weak. OTOH, people rarely care when they spy someone and they prevent shield creation or whatever. Because often the spy's just going there to hold the other player down while an attacker goes in for the kill."You're the biggest user of hindsight that I've ever known. Your favorite team, in any sport, is the one that just won. If you were a woman, you'd likely be a slut." - Slowwhand, to Imran
Eschewing silly games since December 4, 2005
Comment
-
Hmm... not a bad suggestion.~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~
Comment
-
1. Yes- it exists, presuming a lack of counterspies. So, not only does the main player have to get allied against (not unreasonable to assume), but they have to have chosen to use their counterspies. That's not the same thing as saying it exists as a strategy in and of itself.
2. There's nothing wrong with something looking 'arbitrary'. Nothing. Fixes to game balance often are arbitrary, the same as the nuclear bomb in civ4 is arbitrarily set to be a particular strength so as to not make it too powerful (or too weak), or various civics have particular meanings that don't necessarily make sense. Game balance is the key - and having pre-built, unbuildable counterspies solves the problem. I'd argue for 3 instead of 2 - to give them SOME value in the regular game - but you tell me. If it weren't for the unending spyfest possibility, would we even have counterspies? Do we want people to be using counterspies - AT ALL - during the main part of the game? (Of course they're always going to be permitted to use them, but I say it should be a hard choice - between setting up a safe attack, and risking losing late in the game.
3. Since the spy has been made unbuildable on turns it's used, what is the main effect of the risk of a spyfest?
It discourages alliances over 2 players, late in the game. Spaced never would have had this problem, if he'd only had one ally (Whoha OR me) and not both. Thus, it encourages pairing off - alliances of exactly two players; two means you are safe from spyfests, 1 means a pair can spyfest you and 3 means your allies can.
4. Spaced's suggestion is not wholly unreasonable, although I'd argue it's more arbitrary than the counterspy, and affects the game balance more significantly. In the late game, spies preventing the building of a special becomes more important, because special count matters a lot in a 2 or 3 player game. Just like in NW, where when it's down to 2, you essentially count the specials, and the larger count wins nearly 100% of the time. Not all the time, but most of the time - and really only poor play loses in nearly all cases.
Overall - I'd again argue wait and see. See if this happens again and again - in which case it's a serious problem - or if it stops, because people get more conservative with their CSs. I recall a few rounds ago Joncha and whatnot talking about how you had to save at least 2 CSs to prevent this from happening; a few rounds later, people are talking about how it's poor strategy not to use some of them early on. In the short run, I'd suggest going back to 3 CSs, to give a slight push back towards saving CSs (meaning you can still safely use 1 early on and not have to worry).<Reverend> IRC is just multiplayer notepad.
I like your SNOOPY POSTER! - While you Wait quote.
Comment
-
First of all, there is no guarantee that Spaced Cowboy has no remaining counter-spies. He may just be bluffing.
Second, even if he has none, it's entirely his fault as counter-spy is a device for spy deadlock prevention and not attack orders protection.
Third, I reduced the number of counter-spies from 3 to 2 because I thought that 3 encouraged early overuse (misuse) while 2 I thought would discourage any use of it for fear that the option might get exhausted and become not available when it's needed the most (in endgame).
Fourth, we can always vote again and adopt some other mechanism for preventing spy deadlocks. I still think that anti-spy is the most elegant solution which does not change the original game fundamentally.
Comment
-
Round 19
Due to a critical error in Colony I mainframe no build was attempted and when the spy sent by Danz infiltrated Colony I's bases he found nothing of interest to sabotage. Having failed in his task, the spy jumped off the tallest building.
********
It seems that the allies have capped their self built bases at 12 each. Interesting....
Next turn will be processed on Friday evening.
Comment
-
If both Snoopy and Whoha sent in que's and Spaced has conceeded, can't you process to the end of the shortest of the que's?
It would greatly speed things up for those of us that are waiting patiently.
/me"Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge
Comment
-
Originally posted by Ljube
Fourth, we can always vote again and adopt some other mechanism for preventing spy deadlocks. I still think that anti-spy is the most elegant solution which does not change the original game fundamentally.
I vote for Spaced's suggestion of ditching it and making spies only work against attacks.
Originally posted by Spaced Cowboy
Ya know what, I have no chance at this game and will not be sending any more orders. Do whatever you will.~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~
Comment
-
Seems pretty clear to me.
Ya know what, I have no chance at this game and will not be sending any more orders. Do whatever you will.
____________________________________________
Also, on the topic of whether he has any anti-spies left:
Originally posted by Spaced Cowboy
For the record, I did save one of my anti-spies for last. As I used one earlier for a crucial attack, much like I used the second one. But I should have saved a spy.
At this point it seems just a matter of time before snoopy and Whoha allied attack Spaced and eliminate him, why drag out the inevitable??
If you don't have time to process their que's that is acceptable, but I hope you arn't waiting until Friday to get further orders as I don't think any are coming.
/me"Clearly I'm missing the thread some of where the NFL actually is." - Ben Kenobi on his NFL knowledge
Comment
-
If I was Snoopy I'd make a move soon while the difference in power was relatively small.Visit First Cultural Industries
There are reasons why I believe mankind should live in cities and let nature reclaim all the villages with the exception of a few we keep on display as horrific reminders of rural life.-Starchild
Meat eating and the dominance and force projected over animals that is acompanies it is a gateway or parallel to other prejudiced beliefs such as classism, misogyny, and even racism. -General Ludd
Comment
-
Clearly it does not prevent infinite spy sleaze at the end of the game. Has the problem with the last several turns escaped you?~ If Tehben spits eggs at you, jump on them and throw them back. ~ Eventis ~ Eventis Dungeons & Dragons 6th Age Campaign: Chapter 1, Chapter 2, Chapter 3, Chapter 4: (Unspeakable) Horror on the Hill ~
Comment
Comment