--- In mepbmlist@y..., "Middle Earth PBM Games" <me@M...> wrote:
> WHY IS IT HARD TO ARRANGE? YOU MIGHT FIND THE EXTRA EFFORT WORTH
IT
> IF IT RESULTS IN LESS DROPOUTS
We don't get many drop outs - for example we have ONLY two FA
nations
available for standby out 71 games that ain't bad. How can you
define a
"communicator" compared with someone who wants to play solo?
Well, the original request here was not for FA but 1650.
Here's the snippet of the original request:
1) Can we please have 2 types of 1650 games: - 'communicator'
games where everyone agrees (albeit symbolically) that they
are ready to engage in a bit of dialog (in language X) with
their immediate neighbours - and 'hands off' games, where
everyone can do what they like...
I will say that I think it is perfectly reasonable for
a neutral to want 5-10 turns to decide which side to
join. Some players find it easier to accomplish this
time by being silent so they aren't continually
getting pleas and offers by one or both sides.)
What really frosts my tail is when -aligned- player (or
an aligned team) wants to play their own game, with
minimual or desultory communications with the rest
of their team. As so many 1650 veterans have agreed
over and over, the game tends to go to the team with
the best teamwork.
There are several factors in 1650 where you can win or
lose a game, sometimes within 5 turns, for reasons having
nothing to do with your abilities or level of contribution.
I've won and lost plenty of games this ways and it feels
lousy, like watching your team from the sidelines. I didn't
feel I got my money's worth. They include:
1. Drops of several nations or one key nation [Eothraim]
from your side or other side.
2. One side has great communicators, the other are clumps
that work poorly with each other or not at all
3. Clumping of neutrals (4:1 or 5:0) This third one is
even more likely to happen due to #1 and #2 above.
In my experience, players who are really value
teamwork and communicating are also less likely
to drop, so #2 and #1 can be related. So a game
that was guaranteed to be full of players who
valued communication and close teamwork, is
a game that is more likely to go the distance
and be really exciting to everyone.
By the same token, for players who want to
fly solo or in clumps, they will get a fairer
and more exciting game if they are pitted
against like opponents.
I do understand Clint's point that if you take
the pool of players who like 1650 and split them
into two pools, then each sub-type of game will
take longer to form, having a smaller pool of
players to draw on. I've always felt that about
one out of four 1650 games was really evenly matched
with plenty of excitement when two teams go at it
Personally, I'd rather wait a lot of extra time
if it meant that the ration improved so that (say)
half the games turned out to be worth the wait,
instead of a quarter.