... is now taking set-ups. 1650 2wk normal game. I am thinking of making
this a variant (no additional charge) so is there any particular interest in
style of game you would like to play or should I just leave it as a normal
game?
Clint
... is now taking set-ups. 1650 2wk normal game. I am thinking of making
this a variant (no additional charge) so is there any particular interest in
style of game you would like to play or should I just leave it as a normal
game?
Clint
... is now taking set-ups. 1650 2wk normal game. I am thinking of making
this a variant (no additional charge) so is there any particular interest in
style of game you would like to play or should I just leave it as a normal
game?
Clint
RD: There was talk awhile ago about allowing players to allocate the starting bonus 10 skill points (instead of it being random), and possibly increasing the bonus to 20 (with certain restrictions, eg, CL couldn't add 20 to a starting agent).
How about allowing players to swap a useless 10 points of secondary skill for 10 points of skill elsewhere? Eg a character who starts at E30 M10 could become an E40; or a C30 at the capital could be improved to a C40.
How about allowing each player to decide where his characters, armies and navies start, and who commands which army/navy? This could change the whole early game strategy.
Just some thoughts!
Richard.
Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com
Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
[Non-text portions of this message have been removed]
----- Original Message -----
From: Middle Earth PBM Games
To: mepbmlist
Sent: Friday, July 05, 2002 3:55 PM
Subject: [mepbmlist] Game 50
... is now taking set-ups. 1650 2wk normal game. I am thinking of making
this a variant (no additional charge) so is there any particular interest in
style of game you would like to play or should I just leave it as a normal
game?Clint
RD: There was talk awhile ago about allowing players to allocate the starting bonus 10 skill points (instead of it being >random), and possibly increasing the bonus to 20 (with certain restrictions, eg, CL couldn't add 20 to a starting agent).
i played in a game where this happened and found it didn't really make any real difference, wasn't worth the effort in my opinion, if you're going to do a variant it has to involve more change than this to make it interesting and worthwhile.
How about allowing players to swap a useless 10 points of secondary skill for 10 points of skill elsewhere? Eg a character who starts at E30 M10 could become an E40; or a C30 at the capital could be improved to a C40.
How about allowing each player to decide where his characters, armies and navies start, and who commands which army/navy? This could change the whole early game strategy.
nice ideas
also, how about also allowing those nations which start with artifacts to decide which artifacts start with which characters, also maybe allow each nation to change the location of one or two non capital pop centres by one or two hexes.
again it'll change early strategies and freshen things up a little.
Alan
Just some thoughts!
Richard.
Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.comYour use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
[Non-text portions of this message have been removed]
Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.comYour use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
Middle Earth PBM Games <me@MiddleEarthGames.com> wrote: ... is now taking set-ups. 1650 2wk normal game. I am thinking of making
this a variant (no additional charge) so is there any particular interest in
style of game you would like to play or should I just leave it as a normal
game?
Clint
Middle Earth PBM - hit reply to send to everyone
To Unsubscribe: http://www.yahoogroups.com
Website: http://www.MiddleEarthGames.com
Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service.
At our wargaming club what we do is at the start of our game we have a set amount of Figs. already on the board and then we are given a set amount of pts. to purchase units of our choice.
So what i suggest for your ME. game is at the start leave the chars. as they are but the army work out the pts value, and let the player decide what they want. i.e. instead of a mixture of units a player could if he wants have all cav. units.
Another thing i would add is when an army attacks another player, give the attacking player a new order i.e. attack and push on, at the moment when a player defeats an other army he stays where he is , wih the new order he could if he wanted to move 1 hex forward. e.g. the attacking army attacks from the south, if he wins then he could move to either Nw N or NE. maybe you could add that the army has enough food to do it. the order could look like something like this AttPuOn then give direction N.
Mike
---------------------------------
Do You Yahoo!?
New! SBC Yahoo! Dial - 1st Month Free & unlimited access
[Non-text portions of this message have been removed]
> RD: There was talk awhile ago about allowing players to allocate the starting bonus 10 skill points (instead of it being >random), and possibly increasing the bonus to 20 (with certain restrictions, eg, CL couldn't add 20 to a starting agent).
i played in a game where this happened and found it didn't really make any real difference, wasn't worth the effort in my opinion, if you're going to do a variant it has to involve more change than this to make it interesting and worthwhile.
** If it's easy then we can do it with no charge to the players. (Like the each player chooses a 10points to add to a character). If it's more difficult, moving pcs, armies, transferring artefacts etc it's more expensive (ie takes us time) but more importantly takes a lot more effort to get correct. Without play testing many such ideas it can be very hard to get right. I am not looking to create another scenario here - although still welcome to as a consistent whole, or just for bouncing ideas around - just some minor interesting tweaks that players might think are interesting to the game.
>
> How about allowing players to swap a useless 10 points of secondary skill for 10 points of skill elsewhere? Eg a character who starts at E30 M10 could become an E40; or a C30 at the capital could be improved to a C40.
** This sort of thing is quite easy to do and somewhat fun.
>
> How about allowing each player to decide where his characters, armies and navies start, and who commands which army/navy? This could change the whole early game strategy.
>
*** Um I think this could be abusive. Some nations are specifically set-up with armies and characters spread around as part of their design concept. Much harder to work with at game start but it offsets some of their disadvantages.
also, how about also allowing those nations which start with artifacts to decide which artifacts start with which characters, also maybe allow each nation to change the location of one or two non capital pop centres by one or two hexes.
*** Could do
Clint
So what i suggest for your ME. game is at the start leave the chars. as they are but the army work out the pts value, and let the player decide what they want. i.e. instead of a mixture of units a player could if he wants have all cav. units.
** I like this as a concept. Nightmare to organise with 25 players though... But lots of fun. So would there be a group of Units available for XX points that you can spend your points on with a minimum of YY points at any given location needed? (EG Dog Lord starts with 3 armies, so you have to have 3 starting armies or a minimum of say 400 points each.)
Another thing i would add is when an army attacks another player, give the attacking player a new order i.e. attack and push on, at the moment when a player defeats an other army he stays where he is , wih the new order he could if he wanted to move 1 hex forward. e.g. the attacking army attacks from the south, if he wins then he could move to either Nw N or NE. maybe you could add that the army has enough food to do it. the order could look like something like this AttPuOn then give direction N.
*** And refuse personal challenge as well? : -) In all seriousness I think the beauty of the game is partially based on the limited character orders you have. I have been in a situation before where the situation was thus:
Big NG army 1 square from 3423 with DkL much smaller blocking army. I had a back-up (actually had several but the DS had wiped them out by then) and knew that a Curse squad would take out my army at that location. So Army Com did 215, 230. Then the back up did 215, 860 upto 3423. The DS had managed to through blocking armies in the way for around 5 turns on this and similar armies and it was great fun trying to work out how to get past them or beat through them. With the AttPuOn order I think the DS would quickly get swarmed. Somewhat tongue-in-cheek, and I hope you will excuse me, would you be able to do a recruit and move to block order as well? Sorry if this comes across harshly - not my intention and I know what you mean here.
On a more constructive note: If an AttPuOn order was in the game (and note GSI won't do it so this is just a thought experiment) then I would have it have big penalties for combat strength both in defence and attack, limit tactics to best (ie strongest attack strength) and also have lower challenge ranks for the character doing the pushing on maybe (the army is rushing to get onto the next objective)? As a concept this is a nice idea but I would say not workable within the game at first look.
Personally I would like to just get rid of the 850 order - more hassle than it's worth - or detriment 860ers (or benefit 850s) more.
Clint