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May 21st, 2009, 12:37 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
As I said - it's your job to find the teammate and divide nations later. I really prefer whole teams to join than single people. So please organise yourself into teams
I am signing only people that directly write that they want in.
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May 21st, 2009, 09:10 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
one of the biggest aspects of a team game is team nation chemistry... we will be totally removing that...
why not just preselect 15-20 nation pairs... and then rand off those?
in a rand game the nations are randed.. that would be analogous to rand'ing a team.... randing nations that make up the team would be like randing nations and also randing their pretenders or something
the main point of rand is you don't get to pick your team and you don't communicate with anyone at all or even know who anyone is.
having odd team combinations isn't really in that spirit?
no one will have "picked" their team if we just diplomatically organize the nations into teamunits before randomizing their assignments
also if odd teams are what you are looking for on purpose thats cool too... but if it's not maybe we could find a solution (additionally if we just choose a set of reasonable/fair teams and then rand them there will be no need for rerolls? rerolls aren't especially RANDish anyways)
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May 21st, 2009, 09:42 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
Quote:
Originally Posted by TheDemon
Quote:
Originally Posted by sansanjuan
So items, gems and money can be traded with your partner but no one else. Intriguing..
Has anyone written on dual nations regarding early/mid/late game synergies, forger/SC synergies, etc?
-ssj
ps sign me up
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Not sure how applicable that would be since your nations are randomly picked. In an ideal world you would be able to cover most paths and forge all the right boosters and useful items.
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Like Z said I was thinking along the lines of one nation (regardless) setting up for early strength (bless rush?) and the other mid/end game. One the forger/SC side one guy could completely forgo construction with the other being the item maker. Of course the one would miss out on golems, etc.
I wonder if some have tried to create "charmable chassis" for allies (e.g. thug with no MR items set in front line to retreat against charming cadre from allies nations). Nice if trading troops or seamless allies would be a feature in team games.
-ssj
PS Zel- how close would teams start to each each other?
__________________
"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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May 21st, 2009, 10:22 PM
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Second Lieutenant
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Join Date: Jul 2008
Posts: 540
Thanks: 10
Thanked 2 Times in 2 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
the map has fixed team start locations...
they start close to eachother and sealed in a little box surrounded by super indies like strength 87 customly added...
this may have changed in any degree
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May 21st, 2009, 11:10 PM
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BANNED USER
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Join Date: Mar 2009
Location: Seattle
Posts: 868
Thanks: 56
Thanked 42 Times in 33 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
Well we're not vets, but me and Trumanator will sign up as a team.
p.s. i really like the concept of this game, it forces people to work as a team with nations not meant to team up so they have to actually think outside of the box.
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May 22nd, 2009, 05:34 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
namad:
What we have should be like it is. That's the idea. Different approach to team game. And we can remove some nations from weak list, so you don't end up with LA Mari + Ma Man.
Everyone should take a look at WoG Team Arena map. Start a game on it and see where people start, but make sure not to select any water nations [so no randoms], just pick 24 land nations.
P.S. I really hope no one gets Fomoria, LA Marignon or LA Atlantis, or I will have to work around it again...
And as in PRepo1, team can choose who starts near caves and who near plains.
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May 22nd, 2009, 01:51 PM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
Posts: 353
Thanks: 10
Thanked 14 Times in 6 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
What about banning Tartarians, like in your proposed mod? So nations that did not get Chalice/GoH won't be in that disadvantage. Alternative SCs would be limited due to eliminating Stones and Clams anyways.
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May 22nd, 2009, 06:42 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
Looks like you can put Dr.P down with me again. We hope not to be summarily exterminated this time.
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May 22nd, 2009, 07:21 PM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
I vote for CPCS.
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May 23rd, 2009, 09:38 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Preponderance 2 - RAND team game! [sign-ups]
Ok, updating player list.
P3D:
Tartarians will stay for now, I will do smth about them when llamabeast releases his thug mod.
Gregstrom:
Tell him not to overexpand And Micah+QM rather won't play that time, so you have good chances.
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