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-   -   Momentum 2 - Finished - Psycho/Pan wins! (http://forum.shrapnelgames.com/showthread.php?t=43775)

Valerius September 19th, 2009 03:36 AM

Re: Momentum 2 - Running
 
Beginning with the next turn we will be moving to 48 hour hosting. While we will technically be at 48 hour hosting, given the way things have gone so far I think we'll effectively still be at around a 24 hour pace.

Also, I know things aren't looking good for some nations and, though I never mentioned anything about this in the first post, I appreciate everyone playing it through to the end. We haven't had one stale in this game despite the quick pace! :up:

yandav September 20th, 2009 05:45 AM

Re: Momentum 2 - Running
 
Sorry for the silly question but: what are the victory conditions? (I'd suggest the greatest number of lizards :) )

AreaOfEffect September 20th, 2009 08:26 AM

Re: Momentum 2 - Running
 
Whoever gets Jotunheim capitol of course.

Edit:Technically that means Jotunheim won a long long time ago.

Valerius September 20th, 2009 04:08 PM

Re: Momentum 2 - Running
 
The game is set for default victory conditions - eliminate all other pretenders' provinces or dominion. Or of course, as is usually the case, all opponents concede. So we won't have to worry about any controversy regarding VPs. ;)

Hosting has been changed to 48 hours but let's try to keep up with the quick pace we've set thus far. :)

AreaOfEffect September 21st, 2009 03:45 PM

Re: Momentum 2 - Running
 
My experience tells me that if you expand the hosting time, people will always take longer to submit their turns, sometimes disproportionately. Procrastination always manages to grab hold of at least one person every turn. Its not always the same person, but it happens nonetheless and the only force that tends to counter it is the pressure of a short deadline.

My point is that you can kiss the 12 hour turns goodbye forever. Say hello to an average of 42 hour turns, assuming people won't start staling that is.

Psycho September 21st, 2009 03:58 PM

Re: Momentum 2 - Running
 
It is not realistic to have 12 hour turns this far into game. Anyway, I liked a day off Dominions after the killer tempo we had.

Valerius September 21st, 2009 04:11 PM

Re: Momentum 2 - Running
 
I somewhat reluctantly changed the hosting time because things were moving so quickly. But I think it's important to stay with the game description I posted and that did indicate a switch to 48 hours at this point. Though if no one objected I'd be happy to switch back to 24 hours or maybe 36 as a compromise.

The other thing is, if anyone gets to the point that they feel they're finished please set yourself AI rather than just stale and have the game take the full hosting period. And don't forget to submit the turn after you issue AI orders since the game will wait for that turn file.

BTW, I changed the e-mail notifications from 6 hours before hosting to 9 hours before hosting.

Alpine Joe September 21st, 2009 05:08 PM

Re: Momentum 2 - Running
 
As the only player I know of to be close to dying, I will state now that I plan to fight until the bitter end without staling out.

But essentially congrats to AoE on eliminating me. Your rush came at just the right time, and a costly mistake with my cyclops spelled my doom. Hopefully you can translate this momentum into victory. Thanks also to Psycho for the aid, the few gems I have left from the resistance will go to you on my last turn.

Calahan September 21st, 2009 06:10 PM

Re: Momentum 2 - Running
 
Quote:

Originally Posted by Alpine Joe (Post 711464)
... the few gems I have left from the resistance will go to you on my last turn.

You can actually still send gems/items/gold once you have been defeated. Since you get sent a file turn file telling you that you have been defeated, so you can use that turn to send whatever you have left in your kingdom to other players. Doing it this way (instead of sending stuff out the turn you 'expect' to die) also makes sure you remember to send in that final .2h file :)

AreaOfEffect September 21st, 2009 06:42 PM

Re: Momentum 2 - Running
 
I know its unrealistic to maintain ~12 hours turns at certain points of the game, I'm just noting a fact of human nature. Its even more noticeable when people move from 48 hours to 72.

I'm okay with a 48 hour turn limit for now, and I'm certainly not upset. As a general rule I wouldn't decrease the limit once its been extended as it can really mess some people up.


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