Clint:
Well if Brad is going to join the beleaugred Frank I will also. Give Brad the most viable of the drops and I will take the next most viable. Gavin---come on down. Lets make these guys earn their payments to Harley.
109364
···
From: "kingoftherill" <kingoftherill@yahoo.com>
Reply-To: mepbmlist@yahoogroups.com
To: mepbmlist@yahoogroups.com
Subject: [mepbmlist] Re: 2-1 Let the game end
Date: Mon, 21 Apr 2003 21:32:48 -0000--- In mepbmlist@yahoogroups.com, "corsairs game 101"
<corsairs101@h...> wrote:
> >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.
>
> Please forgive. I've not been involved in this conversation
before. It is
> new to me. People come in and out of the game all the time. What
is an
> "old topic" to some, may be new to others.
>
> >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.
>
> It is a 12v12 special rules, modified grudge game. No kidnap or
assassinate
> allowed. We're going to have to track down this bug with armies,
and with
> 11 of his teammates out, he'll have lots of places to InfOthr away
to hide
> in the hills.
>
> Either all 12 of us stay in to get good map coverage to chace him
down
> wherever he hides, or a few of us could spend dozens of turns
chasing the
> bug from one area to another. All to end a game that was a "done
deal"
> after GT10.
>
> >How many major towns can you see but not account for the owners?
>
> No idea how many MTs might be out there. In 4th age, with starting
60
> emissaries out the A..... We saw no offensive use of emissaries,
so those
> emissaries may have been very busy creating pops for this guy to
pick up off
> droped nations.So are you saying your team has retired his emissaries becaus
you "saw no offensive use of emissaries"? If not I don't get your
point. You have map coverage with all 12 of your team active right?
In 4th age don't your turn reports tell you which major towns you
own? If so someone on your team should be able to mark off the major
towns you know you have, and you can send those useless agents to the
unknown towns to find out who owns them. If it is his you have an
objective to march on, if not it is inactive so steal from it and
move on or send an agent there accompanied by a challenge character
to scout and then challenge any of his characters that come by. Send
your better agents to his pops to steal and sabotage stores. If he is
not playing dead he must have armies in the field that he has to pay
maintenance for if you steal his gold and sabotage massive amounts of
his production materials he cannot sell to cover his deficit if he
has one. The result is his taxes go up and loyalty degrades making it
easier for you to threaten. Use LAT and Reveal Character True to
locate his characters then send your challenge gods after them.
Surely you have at least one good challenge character per nation. How
many can he possibly have? I've been a bug, not for long but two of
us in a past 1650 game fought on for 6 turns after our allies had
been put down. We weren't just bugs, we took population centers,
raided with our fleets, fought the character war etc. Our opponents
simply began to track us down methodically and killed our economies,
when my only surviving ally was eliminated and I was down to 7
characters at that point I capitulated. I learned valuable lessons in
that one sided fight and have spoken with a couple of my opponents
who said the same. Granted it was a 1650 game and they could
assassinate, kidnap, curse, influence, and challenge us which they
did. You seem hamstrung by the conditions you explain.Hell Clint I can solve this for you right now. I will join the bug
swarm and make it 2 against 12 for as long as we can hang on. Maybe
there are others also then at least the victors can fight less long
odds. C'mon guys you ought to be able to take him out don't try and
make Clint do it for you, and end this thread.
>
> >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.
>
> NO!!!!! if that is all it was to be used for, then he could just
keep a
> list of how many games you've been in and how many you've won.
>
> The monster that is to be the player ranking system will create a
list of
> "best players" that will be shoved in everyone faces on a monthly
mailing
> and on the web site. Unfortunatly, these "best players" will be
bugs that
> hid for a dozen turns until the opposition got frustrated and went
looking
> for an enjoyable game.
>
> Player rankings is the absolute WORST thing that could happen to
MEPBM.
>
> Darrell Shimel
>
> >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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>
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