Whatever it is though it isn’t scaring the enemy much though… or at least not from my point of view. Hopefully when turns swap at endgame I might be able to see what they were upto <grin>.
When all my other games are complete I intend to control all positions of the DS – he he should be fun. I am sure there will be volunteers to oppose me. Since I will be paying for all the position on my side I assume I have the choice of sides.
and gives me my chance to kick all your sorry arses. And bring my knowledge of tactical minature wargaming to the front
Originally posted by VEO
[b]Question: Why not a single nation per player Gunboat? If this has been covered, I apologize, but this thread is no on it’s 11th page…!
Brad [/b]
Even harder to play single weak nations with no communication/help.
Originally posted by Celebion Even harder to play single weak nations with no communication/help.
As it must have been “in the beginning”. I’ve read much of the published articles from MoS, on the GSI page, etc, and so many of the nation strategy bits are assuming there will be no help forthcoming from allies - ie, you’re alone. I suppose the drop rate would be that much higher, but 2 nations in one game is too big an investment for many. Ah well, no Gunboat for me then.
Question: Why not a single nation per player Gunboat? If this has been covered, I apologize, but this thread is no on it’s 11th page…!
11th page indicates its popularity…
The design that Chris came up had the format of 2 nations because of many reasons.
Filled the game faster, allowed your one nation to support the other, paired up weak and strong nations so that you had a tactical choice on which nation duos to play; 1 nation would just be too random and very hard to implement a plan - 2 you can do this very nicely with; 2 nations meant that you are mostly operating in different parts of the map so that if one part of the map is cleared up (either you’re out of it or been defeated) then you can invest in the other.
As for drop outs - it’s not a problem anymore. I can get pick-ups relatively easily (usually from the game but sometimes outside - pretty much like normal games). So drop rate is actually less than normal games as players invest more of their personal effort into the game (IMO).
I assume “no Gunboat for you” is due to the funding then?
Originally posted by Clint
[b]I assume “no Gunboat for you” is due to the funding then?
Clint [/b]
Essentially yes, in regards to 2-nation format. I don’t understand the “weak nation” whine either. I see more fun in the challenge, but I guess I’m different that way.
Gunboat rocks! I really do see how much more fun the game can be when it is closer to the designer’s intentions. Normally, in team-play, like the grudge games I enjoy playing, characters like mages aren’t valued, but in Gunboat there is a premium on intel (scrying, revealing, etc) since information is never shared among players.
I’m not sure I’d go with a single-nation game though. It would feel too much like a raw deal to get stuck with one of the weaker nations, or one far away from the action.