|
|
|
|
 |

March 24th, 2009, 12:08 PM
|
|
Sergeant
|
|
Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
|
|
Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
Quote:
Originally Posted by Illuminated One
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.
|

March 24th, 2009, 03:13 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
Thanks: 23
Thanked 21 Times in 13 Posts
|
|
Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
Quote:
Originally Posted by TheDemon
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.
|

March 24th, 2009, 03:17 PM
|
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
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.
|

March 24th, 2009, 09:07 PM
|
|
Sergeant
|
|
Join Date: Jan 2009
Posts: 223
Thanks: 7
Thanked 19 Times in 12 Posts
|
|
Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
Quote:
Originally Posted by Septimius Severus
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.
|

March 25th, 2009, 02:56 AM
|
 |
Lieutenant Colonel
|
|
Join Date: Nov 2008
Location: Leptis Magna
Posts: 1,329
Thanks: 23
Thanked 21 Times in 13 Posts
|
|
Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.
Quote:
Originally Posted by TheDemon
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.
|
Conversly, with a NAP land nations may snatch up water provinces without fear of being driven back onto land. We (noobs) shall of course, think it over.
This game is/was intended obviously not to be a repeat of the rush type game in close quarters we had the first time around which proved nothing except that 2:1 will always win in that situation.
Should we institute an NAP I expect compliance from all.
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|