My teammates and me in a 4th age game are having a bit of a dispute with
Clint. I've agreed with Clint to put it to the list, so have a read and then
relpy agreeing with me :).
The key to the dispute is that in 4th age there is a time limit on when a
neutral can change allegiance, i.e.turn 12.
In our game a neutral position was dropped. When a position is dropped the
software does not count the passing of turns for that position, so when the
position was taking up again, the software had it recorded as being on a
lower turn number than the rest of us.
This position then changed allegiance on what for the rest of us and the
game as a whole, was turn 16.
We think this is unfair and means that different positions in the game are
playing by different rules. Clint on the other hand thinks it is just a
quirk of the software and the change of allegiance should be allowed.
What does anyone else think ?
David
Grrrr!!!! Snr. <grrrr!!!!@squamata.in2home.co.uk> wrote
The key to the dispute is that in 4th age there is a time limit on when a
neutral can change allegiance, i.e.turn 12.
In our game a neutral position was dropped. When a position is dropped the
software does not count the passing of turns for that position, so when the
position was taking up again, the software had it recorded as being on a
lower turn number than the rest of us.
This position then changed allegiance on what for the rest of us and the
game as a whole, was turn 16.
We think this is unfair and means that different positions in the game are
playing by different rules. Clint on the other hand thinks it is just a
quirk of the software and the change of allegiance should be allowed.
What does anyone else think ?
You're wrong, he's right. The nation concerned only had 12 proper turns
didn't it, so the player concerned has a right to change. (Unless of
course he joined with the encouragement of your opposition, which would
be cheating.)
Fancy letting a nation sit there for 4 turns idle without taking
advantage of it, heh, heh! You deserve what you got!
Regards,
Laurence G. Tilley http://www.lgtilley.freeserve.co.uk/
So, everyone gets the nation message "The deadline to change allegiance has
passed" and 4 turns later, this guy changes allegiance? that's the part
that is wrong. If there were a way to delay that deadline message until all
neutrals have had their 12 turns, then it would be fair. That would give
the observant players a chance to react.
Now what would really frost me is the game running out to Turn 52. Surely
this nation doesn't receive another 4 turns to do as it pleases when no one
else can turn orders in?
Is there a way to simply count the turns for a dropped nation, or is the
lack of counting too wrapped up in the nation's "dropped" status when all
it's loyalties and such are sliding down?
- Glenn
···
-----Original Message-----
The key to the dispute is that in 4th age there is a time limit on when a
neutral can change allegiance, i.e.turn 12.
In our game a neutral position was dropped. When a position is dropped the
software does not count the passing of turns for that position,
so when the
position was taking up again, the software had it recorded as being on a
lower turn number than the rest of us.
This position then changed allegiance on what for the rest of us and the
game as a whole, was turn 16.
We think this is unfair and means that different positions in the game are
playing by different rules. Clint on the other hand thinks it is just a
quirk of the software and the change of allegiance should be allowed.
What does anyone else think ?
"Grrrr!!!! Snr." wrote:
My teammates and me in a 4th age game are having a bit of a dispute with
Clint. I've agreed with Clint to put it to the list, so have a read and then
relpy agreeing with me :).
The key to the dispute is that in 4th age there is a time limit on when a
neutral can change allegiance, i.e.turn 12.
In our game a neutral position was dropped. When a position is dropped the
software does not count the passing of turns for that position, so when the
position was taking up again, the software had it recorded as being on a
lower turn number than the rest of us.
This position then changed allegiance on what for the rest of us and the
game as a whole, was turn 16.
We think this is unfair and means that different positions in the game are
playing by different rules. Clint on the other hand thinks it is just a
quirk of the software and the change of allegiance should be allowed.
What does anyone else think ?
Sorry but I have to back Clint on this one. Suppose someone plays to
turn 7 or so then drops, and it takes another 2 turns to find a
replacement. The new guy would then have very little time to choose a
side. Should the turns the nation lay fallow be counted against his
decision time, considering he wasn't there to communicate with others
and make any necessary preparations? That doesn't seem fair either.
Now, if it's just a case of some lazy sod missing a bunch of turns then
that's tough, he missed his chance. But a standby player should get
some accommodation, IMHO.
-ED \1/
Grrrr!!!! Snr. wrote:
In our game a neutral position was dropped. When a position is dropped the
software does not count the passing of turns for that position, so when the
position was taking up again, the software had it recorded as being on a
lower turn number than the rest of us.
This position then changed allegiance on what for the rest of us and the
game as a whole, was turn 16.
We think this is unfair and means that different positions in the game are
playing by different rules. Clint on the other hand thinks it is just a
quirk of the software and the change of allegiance should be allowed.
If the player concerned was aware of the real turn value, then the switch
shouldn't be allowed. Otherwise it should because he/she can only go on what
is on the turn report.
Mark up another one for Clint's growing list of bug fixes... 
Gavin
When the nation does not put in a turn the turn number does not increase.
Normally this situation does not occur too often for many reason. Turn 52
FA games don't last that long in the UK. I concur the turn 52 might be a
problem - my ruling would be that (and I think the game generic turn ) would
just mean that the game would end.
Clint
So, everyone gets the nation message "The deadline to change allegiance
has
passed" and 4 turns later, this guy changes allegiance? that's the part
that is wrong. If there were a way to delay that deadline message until
all
neutrals have had their 12 turns, then it would be fair. That would give
the observant players a chance to react.
Now what would really frost me is the game running out to Turn 52. Surely
this nation doesn't receive another 4 turns to do as it pleases when no
one
else can turn orders in?
Is there a way to simply count the turns for a dropped nation, or is the
lack of counting too wrapped up in the nation's "dropped" status when all
it's loyalties and such are sliding down?
- Glenn
> The key to the dispute is that in 4th age there is a time limit on when
a
> neutral can change allegiance, i.e.turn 12.
>
> In our game a neutral position was dropped. When a position is dropped
the
> software does not count the passing of turns for that position,
> so when the
> position was taking up again, the software had it recorded as being on a
> lower turn number than the rest of us.
>
> This position then changed allegiance on what for the rest of us and the
> game as a whole, was turn 16.
>
> We think this is unfair and means that different positions in the game
are
···
> -----Original Message-----
> playing by different rules. Clint on the other hand thinks it is just a
> quirk of the software and the change of allegiance should be allowed.
>
> What does anyone else think ?
>
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