Picked up Nations

I can give an example of how these late game pickups have been decisive. In one of the old Deft games I had pounded the Corsairs and QA so badly they got discouraged and dropped. This was well past the turn ten replacement limit that GSI/Deft used. Mordor was advancing and I shifted all forces towards Mordor. Harley takes over and immediately fills those positions by DS from Mordor. These, of course, start a second front when my forces were poorly positioned to defend. Somewhat later the FK had two large armies on one of my cities and for two turns he didn't attack it. Apparently dropped also. Thinking I can safely ignore the danger I focus elsewhere. Suddenly the Fire King is active again and captures the city. We are talking about turn 25, plus or minus. Just what is viable? A side can last forever by hopping from one dropped nation to another. If one player can operate two nations, why not three or four?

···

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Just what is viable? A side can last forever by
hopping from one dropped nation to another. If one player can operate two
nations, why not three or four?

I can't answer for this specific situation I am afraid (FK being reactivated
as this was quite a few months ago if at the start of our tenure running DGE
then it was nearly 9 months ago). But normally what is viable are nations
that players want to play and have <100% tax, a capital and at least one
character. (We have a lot of players who play such nations btw). We
settled on two as an appropriate number. It is sort of arbitrary.

I think the game needing 10 players (or more) to be able to co-ordinate and
stick together for a couple of years is often outside the normal limits of
most players abilities to stick with in this present age (we regualrly get
asked for 2 nation games, and lots fo Grudge games start with some players
running 2 nations). But so that the players do not get too much of an
advantage we limit it to 2 nations. (Note players can often Cheat and play
nations under assumed names - and I know some players do this - but there is
little we can do about this. So allowing 2 nations in some situations
partially counters this.) (Note the extra nation is only allowed when
another player drops the nation - and usually this means that the overall
position has been penalised losing a turn or two on average). (Note this is
available to both sides and most 2950 games, for example, end up with
multiple nations on both sides played by less than a full team).

When we took over DGE the games had a number of totally viable games, but
due to DGE's policy of one nation per player (and they had some players - I
would estimate 8 such players frmo DGE's fold, and 2 from Harlequins -
playing under an assumed name), this meant that the game was effectively
dead. Very unsatisfactory for the game and the players playing the game.
(Ie there were players waiting to pick up their team-mates dropped nations,
but not allowed to).

This is the reasoning behind the method we have chosen. I concur there is
an advantage to players picking up 2 nations (something we would prefer not
to happen but the advantages for players and us, appear to offset the
disadvantages). It's a bit like the way we do set-ups for games as well.
We allocate nations DGE did not. We don't have a waiting list (this slows
down game creations and causes more drop outs - there being some 150 players
waiting for games to start up with DGE when we took over), and attempt to
limit the number of game types available - (a false choice due to the length
of time to get games filled I feel - the 2950 1wk game had waited over a
year and was still nowhere near being filled when we took it over).

So yes our efforts and mechanisms do not please all of the players all of
the time, but we do try to listen to what players want (and not just the
vocal minority). So please see the earlier email for a suggestion.

Thanks

Clint

Clint I sure appreciate that you don't change your policy due to some
of us whiners making a fuss. But please take into concideration that
the reason why you've not gotten more replies might also be that only
the ones who have actually be exposed to this problem cares. As you
said only 3-4 nation out of 700.

Cheers
Kasper

--- In mepbmlist@y..., "Middle Earth PBM Games" <me@M...> wrote:

> Just what is viable? A side can last forever by
> hopping from one dropped nation to another. If one player can

operate two

> nations, why not three or four?
>
I can't answer for this specific situation I am afraid (FK being

reactivated

as this was quite a few months ago if at the start of our tenure

running DGE

then it was nearly 9 months ago). But normally what is viable are

nations

that players want to play and have <100% tax, a capital and at

least one

character. (We have a lot of players who play such nations btw).

We

settled on two as an appropriate number. It is sort of arbitrary.

I think the game needing 10 players (or more) to be able to co-

ordinate and

stick together for a couple of years is often outside the normal

limits of

most players abilities to stick with in this present age (we

regualrly get

asked for 2 nation games, and lots fo Grudge games start with some

players

running 2 nations). But so that the players do not get too much of

an

advantage we limit it to 2 nations. (Note players can often Cheat

and play

nations under assumed names - and I know some players do this - but

there is

little we can do about this. So allowing 2 nations in some

situations

partially counters this.) (Note the extra nation is only allowed

when

another player drops the nation - and usually this means that the

overall

position has been penalised losing a turn or two on average).

(Note this is

available to both sides and most 2950 games, for example, end up

with

multiple nations on both sides played by less than a full team).

When we took over DGE the games had a number of totally viable

games, but

due to DGE's policy of one nation per player (and they had some

players - I

would estimate 8 such players frmo DGE's fold, and 2 from

Harlequins -

playing under an assumed name), this meant that the game was

effectively

dead. Very unsatisfactory for the game and the players playing the

game.

(Ie there were players waiting to pick up their team-mates dropped

nations,

but not allowed to).

This is the reasoning behind the method we have chosen. I concur

there is

an advantage to players picking up 2 nations (something we would

prefer not

to happen but the advantages for players and us, appear to offset

the

disadvantages). It's a bit like the way we do set-ups for games as

well.

We allocate nations DGE did not. We don't have a waiting list

(this slows

down game creations and causes more drop outs - there being some

150 players

waiting for games to start up with DGE when we took over), and

attempt to

limit the number of game types available - (a false choice due to

the length

of time to get games filled I feel - the 2950 1wk game had waited

over a

year and was still nowhere near being filled when we took it over).

So yes our efforts and mechanisms do not please all of the players

all of

the time, but we do try to listen to what players want (and not

just the

···

vocal minority). So please see the earlier email for a suggestion.

Thanks

Clint