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October 5th, 2002, 05:55 AM
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Corporal
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Join Date: Sep 2001
Location: Paducah, KY
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What Rules Do You Use For Multiplayer?
A group of friends have been playing SEIV Gold PBEM. We have been been voting for rules each game we play. We are looking for a game that has no 'secret knock' to victory.
What rules and settings do you play with?
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Bridge is the best wargame going ... Where else can you find a tournament every weekend?
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October 5th, 2002, 10:14 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: What Rules Do You Use For Multiplayer?
Disabling Surrender is a must. It is a very unbalancing option.
The SE4 Intel system is really, really poorly implemented, and I like to have it disabled.
Try playing with 0 racial points for some really interesting empire designs.
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October 6th, 2002, 10:56 PM
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Corporal
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Join Date: Sep 2001
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Re: What Rules Do You Use For Multiplayer?
That seems reasonable... more ideas anyone?
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Bridge is the best wargame going ... Where else can you find a tournament every weekend?
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October 6th, 2002, 11:17 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: What Rules Do You Use For Multiplayer?
I would recommend using High research costs, because it means that you "get to use" more of the tech tree, instead of bLasting through to the highest levels of every tech area.
If you want to "get to high tech faster," and choose Low reasearch costs, then I'd suggest either disallowing Religious tech, modding out the Talisman component, or at least pointing out to all players before play, that the Talisman is a very powerful component, and any player attaining it will be very hard to stop.
PvK
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October 7th, 2002, 01:35 AM
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Colonel
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Re: What Rules Do You Use For Multiplayer?
Not exactly SE4 rules, but worth deciding anyway, is what time limit to use on turns, and what to do for skipped turns. Say you suggest 48 hrs, and one person misses every turn. You all wait the very maximum time you set up, waiting for one race, which either does nothing, or is played by the A.I.
This is a tough part of PBW. You might not always be availible, but some ground rules are nice. Such as "Three consecutive missed turns, without an advance warning for the group, will allow the game owner to boot you from the game" or some such.
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October 7th, 2002, 01:59 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: What Rules Do You Use For Multiplayer?
Oh, another good thing to determine, is what should happen if someone has a problem for some reason. As in, they forget a turn, or some event beyond their controls makes them miss a turn, or a file doesn't load correctly, or some bug causes a problem that could be solved by re-executing the turn.
Personally, in such cases, I'd rather proceed with play IF fixing it would mean that other players would have to re-do their turns.
Other players would rather re-do the turns to make sure everyone's turn goes smoothly, even if it means all the other players have to re-do their turns.
PvK
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