The minor points: It's a fourth age NKA game so there is no ring and
agents cannot kidnap or assassinate. In our team setup we decided to
go without mage hit squads. So, all that's left to us is challenge,
influence, and military action. Odds are the game will take more than
4 turns to finish.
The major points.
First, please see my previous post (13132) regarding why I believe the
player in question is honor-bound to cede the game along with the rest
of his teammates.
Second, I agree that forcing players to pay for more turns up-front is
a bad idea. True, it would nearly eliminate players dropping on turn
3. However, I believe it will only serve to delay their dropping from
the game, not eliminate it. And in the meantime you have a player who
knows he's gonna drop so he'll likely either trash the position due to
neglect or (even worse) decide to attack allies for fun. Would you
rather have a player drop on turn 3 when a replacement player can
possibly salvage the position or on turn 10 when the position is
probably beyond repair?
Keith
--- In mepbmlist@yahoogroups.com, "kingoftherill" <kingoftherill@y...>
wrote:
--- In mepbmlist@yahoogroups.com, "corsairs game 101"
<corsairs101@h...> wrote:
> >It's quite possible for that one player to slowly but
> >surely eliminate other nations, one by one. Surely he should
> >be given the right to try.
> >
> >Or are you saying that your fun has greater weight than his?
> >
> >Gavin
>
> In this particular case, it is a battered nation. I took his
starting
> capital 4 turns ago, and would now be on new capital had I not
been
in the
> hospital getting my appendix removed 2 turns ago, then special
serviced last
> turn due to receiving the "we quit" email from the enemy team.
>
> There is no way this lone nation is going to emilimate anyone.
What can
> happen is that 12 people may get tired of spending $78 a turn, to
try to
> track down one hold out. Some of those 12 people may become more
concerned
> with VPs and Player Rankings than saving the cash, and do more
nation
> building than enemy hunting.
>
> I must say, I was glad to hear this game was over. I'm not glad
to
hear I
> have to waste money trying to track down one last hold out. It
was
a 12 v.
> 12 game. In 11 turns, we eliminated 4 of their nations, and had
kicked the
> crud out of 3-4 more. None of our nations are at risk of
elimination. We
> clearly won, and everyone of the enemy (except one) seems to see
it
that
> way.
>
> Darrell Shimel (SK NKA 41)
Egads what a gab fest over a subject that has been beaten to death
several times before on both the old forum page and GSI's message
board. Darrell if he's the only one left you guys must have almost
as
many characters in each and every category as he has total
characters, seems like coordinated use would finish the game
quickly.
How many major towns can you see but not account for the owners?
You
can send any character to any major town and find out who owns it.
Then once you identify his major towns it should be easy for you to
finish him. You could mass your emissaries on his capital and
influence it away. Even if he has a backup his loyalties will go
down
everywhere, and his revenues will drop. You can have the teams
killer
agents make it impossible for him to issue capital orders, or a
curse
squad parked outside his capital can kill his characters off. You
can
have your less than top ranked agents steal his gold and sabotage
his
stores so he can't raise cash to pay for his maintenance. You can
cast LAT on his best artifacts and track his characters. You can
load
up command and mage artifacts on characters and send them a
challenging. You can find the ring and either give it to Sauron or
destroy it. He shouldn't be able to stop you. That option is the
surest if you have been developing your mages if nothing else it
will
bring out his best challenge character and assassin for you to pick
off, especially if you are tracking them. This option should end
the
game in no more than 4 turns if he is that much of a die hard.
I totally disagree with whoever posted the make players pay up
front
for a minimum number of turns no refunds thought. I think that
would
drive many players from the game. I haven't heard much on the
rating
system, but it was my understanding that this was more a tool to
help
Clint set up more competitive games among players with
approximately
the same skills. I do think however that there is probably a way to
track those who continually drop early in the game for no apparent
reason, or at the first experience of a reversal they give up. In
those cases I believe Clint could point out to them how disruptive
to
their team mates that behavior is and warn that player he will be
in
a probationary status for, say his next two games, and if he
continues his past drop propensity he will suffer a ban of say 6
months, before being accepted into a new game. That might make
throw
···
away games less common among this type of players.
>
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