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-   -   MP: Noobs vs. Vets II: Mysterio's Revenge, EA, CBM, Game Over. Vets defeat Noobs. (http://forum.shrapnelgames.com/showthread.php?t=42603)

TheDemon March 24th, 2009 12:08 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Quote:

Originally Posted by Illuminated One (Post 681950)
Quote:

Originally Posted by The Demon
When you say NAP do you mean NAP for the whole map? And if so what purpose would it serve?

I think as the game focuses on magic a short NAP will give the noobs time to research something before Hinnom/Niefel stomps over their defenseless troops. ;)

Sure, it will give time for research, but it will also mean the vets will snap up all the indies quicker than you can blink if they aren't pressured early. A 10 turn NAP will basically eliminate the noob's numbers advantage. It's not like research will be faster or slower with an NAP in effect, and it's pretty much impossible to kill someone in the first 10 turns, so a 10-turn research counter can be reached no matter what the NAP conditions are.

I mean, I'll play under a 10 turn NAP without complaints, but enact one at your peril.

Ironhawk March 24th, 2009 12:39 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Last night the vets got together and made a list of all the nations we expected the noobs to pick. I'm curiuos to see how close we come to reality!

LumenPlacidum March 24th, 2009 01:36 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Quote:

Originally Posted by Ironhawk (Post 681959)
Last night the vets got together and made a list of all the nations we expected the noobs to pick. I'm curiuos to see how close we come to reality!

Make sure you share that with us once we determine what our final nations are. I know I'm curious to know how accurate it will be and what the reasons are for your choices.

Septimius Severus March 24th, 2009 03:13 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Quote:

Originally Posted by TheDemon (Post 681956)


Sure, it will give time for research, but it will also mean the vets will snap up all the indies quicker than you can blink if they aren't pressured early. A 10 turn NAP will basically eliminate the noob's numbers advantage. It's not like research will be faster or slower with an NAP in effect, and it's pretty much impossible to kill someone in the first 10 turns, so a 10-turn research counter can be reached no matter what the NAP conditions are.

Well, Illuminated One is correct on the intention of the NAP (of course it would be world-wide). The way I've placed the land nations, it will be at least 10 turns (I estimate) before the vets come into contact with us anyway. The main purpose of the NAP is keep the vet water nation from getting hostile early on, and to allow some research and development. So the idea that if there is no pressure early on the vets will run riot is a moot point. I would recommend at least a 10 turn NAP, however, 15 might be better. I'm sure if we take a vote it'd probably go along team lines, and the noobs might win as we've more votes.

quantum_mechani March 24th, 2009 03:17 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
I think it's kind of ironic that the newbs keep pushing so hard for settings that cripple them. I have no problem with the NAP, whatever length, but I totally agree it's to the vets strong advantage.

Ironhawk March 24th, 2009 03:36 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Less talk about game settings, more nation picks

llamabeast March 24th, 2009 03:49 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
I wouldn't think the NAP would be a good idea myself, either.

rdonj March 24th, 2009 03:54 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Quote:

Originally Posted by Ironhawk (Post 681991)
Less talk about game settings, more nation picks

The noob team is doing some of this discussion on the other forum.

However, some of them are still not signed up (one is, but not properly). So here is a list of everyone on the noob team that is currently signed up and has gone through proper verification. If you are not on this list, I strongly suggest that you sign up or else you will miss a lot of information.

1. Septimius Severus
2. Darloth
3. Illuminated One
4. Jachra
5. Lavaere
6. LumenPlacidum
7. Stretch

TheDemon March 24th, 2009 09:07 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
Quote:

Originally Posted by Septimius Severus (Post 681987)
Well, Illuminated One is correct on the intention of the NAP (of course it would be world-wide). The way I've placed the land nations, it will be at least 10 turns (I estimate) before the vets come into contact with us anyway. The main purpose of the NAP is keep the vet water nation from getting hostile early on, and to allow some research and development. So the idea that if there is no pressure early on the vets will run riot is a moot point. I would recommend at least a 10 turn NAP, however, 15 might be better. I'm sure if we take a vote it'd probably go along team lines, and the noobs might win as we've more votes.

I'm fine with any length NAP, but please think it over. A NAP doesn't help with either of those objectives. Under a NAP, the water nation can snatch up land indeps without fear of being driven back into the water, making it more agressive than with no NAP. Research will happen at the same pace whether there is a NAP in place or not.

Lingchih March 24th, 2009 09:41 PM

Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
 
I'm not OK with any turn NAP with the Noobs. It defeats the spirit of the game. As soon as I see a Noob nation, I will attack it.

And yes, the Mysteria thing is confusing. Just go with it. The other vets won't let me play Pan, so I have to go with Nief.


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