Quote:
Originally Posted by namad
your settings don't seem to agree with your description about the game....
massive gem incomes and easy research do not make for a long strategic game but for a shorter game....
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As I'm a noob and not experienced with all of the magic system beyond level 4 or so, tell me why you believe this will shorten the game? especially when both teams have equal access?
Yes, there are global enchants and spells to wreak havoc in distant provinces, but is this really a concern with regard to game shortening?. In the previous game, noobs learned primarily battle tactics in a rather frenzied environment, with almost no experience towards spell research and use. This game is meant to quickly allow noob players access to the spell system and give them a chance to familiarize themselves with it and indeed use it against the vets.
With regard to hosting interval:
As ano pointed out, we are using a non standard hosting interval larglely to allow time for discussion among team members, and also to accomodate my sometimes busy schedule and those of others (selfish, I know, but what can I say). Turn completion time has nothing to do with it. As a matter of fact, I think we might begin at 32 rather than 30.
I'll put you down as a standby for the noob team right now.
Should you end up in the starting roster, the vets will have final say as to whether you are "Too good".