World Champs/proposal...

I tried to post my two suggestions earlier toady and I think I wound
up emailing it to Harly instead. Here's what I suggested.

A few things actually.

#1) A requirement that the side that "surrenders" have at least two
(or more) positions less than the 'winning' side.

#2) The EARLIEST a team can be able to drop is turn 11 as long as it
meets rule #1.

#3) I suggest sliding scale for the bonus to the winning side. If
the
other team surrenders between turns 11-15 the winning team gets a +3
point bonus. Between turns 16-20 then the bonus is at +2, between
turns 21-25 the the bonus is only +1, and after turn 25 there is no
bonus. This would encourage the games to last at least 25 turns
unless it is really hopeless for one side. It also ensures that one
side can't drop on turn 1 (or even turn 11 for that matter) for the
most points since it would have all 12 players.

I think a sliding bonus works best because if a team can manage to
put
out two nations by turn 10 then they must be really working well
together and should get some type or reward. It decreases over
time because each team can tell after a while whether or not they
have
a chance to win.

How does that sound?

John Seals
Corsairs UK30

what about a simple plan
2 points for win
1 point for draw (same # of nations after two years on both teams?)
0 points for loss...

maybe 1 point bonus for ring victory?

I really don't want to play hunt the hideout MT, almost all the games
I've played (well all) involved a surrender at some point, when the
game really is hopeless, it needs to be given up and a new one started

G

I tried to post my two suggestions earlier toady and I think I

wound

up emailing it to Harly instead. Here's what I suggested.

A few things actually.

#1) A requirement that the side that "surrenders" have at least two
(or more) positions less than the 'winning' side.

#2) The EARLIEST a team can be able to drop is turn 11 as long as

it

meets rule #1.

#3) I suggest sliding scale for the bonus to the winning side. If
the
other team surrenders between turns 11-15 the winning team gets a

+3

point bonus. Between turns 16-20 then the bonus is at +2, between
turns 21-25 the the bonus is only +1, and after turn 25 there is

no

bonus. This would encourage the games to last at least 25 turns
unless it is really hopeless for one side. It also ensures that

one

···

--- In mepbmlist@egroups.com, John_Seals@y... wrote:

side can't drop on turn 1 (or even turn 11 for that matter) for the
most points since it would have all 12 players.

I think a sliding bonus works best because if a team can manage to
put
out two nations by turn 10 then they must be really working well
together and should get some type or reward. It decreases over
time because each team can tell after a while whether or not they
have
a chance to win.

How does that sound?

John Seals
Corsairs UK30

Seems quite simple - what about 3,1,0 as in football?

Clint

···

what about a simple plan
2 points for win
1 point for draw (same # of nations after two years on both teams?)
0 points for loss...

maybe 1 point bonus for ring victory?

I really don't want to play hunt the hideout MT, almost all the games
I've played (well all) involved a surrender at some point, when the
game really is hopeless, it needs to be given up and a new one started

G

--- In mepbmlist@egroups.com, John_Seals@y... wrote:
> I tried to post my two suggestions earlier toady and I think I
wound
> up emailing it to Harly instead. Here's what I suggested.
>
> A few things actually.
>
> #1) A requirement that the side that "surrenders" have at least two
> (or more) positions less than the 'winning' side.
>
> #2) The EARLIEST a team can be able to drop is turn 11 as long as
it
> meets rule #1.
>
> #3) I suggest sliding scale for the bonus to the winning side. If
> the
> other team surrenders between turns 11-15 the winning team gets a
+3
> point bonus. Between turns 16-20 then the bonus is at +2, between
> turns 21-25 the the bonus is only +1, and after turn 25 there is
no
> bonus. This would encourage the games to last at least 25 turns
> unless it is really hopeless for one side. It also ensures that
one
> side can't drop on turn 1 (or even turn 11 for that matter) for the
> most points since it would have all 12 players.
>
> I think a sliding bonus works best because if a team can manage to
> put
> out two nations by turn 10 then they must be really working well
> together and should get some type or reward. It decreases over
> time because each team can tell after a while whether or not they
> have
> a chance to win.
>
> How does that sound?
>
> John Seals
> Corsairs UK30

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