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5/8/2008 7:39 PM


The ATLAS Rancher

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I definately like the idea of introducing 3 teams, which would add a whole new dimension to the game, very good idea indeed... in principle! I wonder whether we could work it or not, I think we could. As has been mentioned, in Alpha we had a serious availability problem throughout the whole game, I think more than a third of the original members had disappeared before I even joined the team  - I only knew of their participation through thread archive. If that was representitive of our PBEM'ing in general 3 teams would be a big problem, but it's not from what I hear as team Omega sounds (and sounded through the whole game) to have been overflowing with availability. I think the particular pre-arranged systems of governance had a lot to do with introducing this availability bias. A roughly even spread should, I think, give us easily enough to keep 3 teams chugging along.

As Zigeuner noted the potential for ganging up is the only major problem to overcome with this arrangement. *thinking cap on* hmm...

On the ships, I agree 'naming stuff' in general adds to a game. The situation dictated otherwise in Alphaland though unfortunately. As the naval arena was the biggest chasm between us, I for one during my tenure decided naming our ships wasn't really worth the effort. It's not nice to name with great pride a new ship and then stare at it while it remains in port to avoid being sunk (after an initial victory or not!). And it's just come to light that some of Alpha didn't know how to rename our ships  I guess the combination goes a long way to providing an explaination!

Edit: Oh and yes alphan ships were slipping port to port, this and them not being thought name-worthy until they'd proven themselves was no coincidence!!

5/8/2008 8:09 PM


Impeached by a patch

Impeached by a patch

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You might be interested to know that the fate of AS Victory was sealed when she set out of port. The galleon left outside was a deliberate bait. We had invented frigates and (having used them as battleships until then) had more galleons than we'd ever need to transport troops. A frigate for a galleon seemed like a pretty good deal

After having had a look at the Alphan forum, I must say that I too slipped towards the opinion that we can't afford adding a third team. I expected to see presidential candidates competing for votes, running different political platforms and trying to persuade the electorate that their proposal is the best. What I found was, largely, a coffeehouse where the sentiment seemed to be "Ok, who wants a term now?".

I wouldn't call Omega "overflowing" with activity. Rather, I'd say we were brimming with activity at the best of times, and had enough to credibly keep going at the worst. We had a highly dedicated core (tones, myself), some mostly-available fairly-dedicated people (jerm, Zigeuner), and a few who occassionally popped in (Locus, Bolan). As far as I remember back, the latest terms were (oldest last): Locus-Konrad-Tones-Konrad(interregnum)-jerm-Tones-Konrad.

If we want a rematch with more balanced teams in terms of availability, I wouldn't mind a player transfer from the current Omega team to Alpha. I could even consider it myself, to show that I can do this democracy crap too
5/8/2008 9:26 PM


The ATLAS Rancher

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I realised the fate of the Victory the same moment the crew of the waiting Omegan ships did at the time... that was the moment our first named ship was doomed to become our last named ship. As it was evident to me that the vultures were circling in the mist!

I wouldn't call Omega "overflowing" with activity. Rather, I'd say we were brimming with activity at the best of times, and had enough to credibly keep going at the worst.

I see. The queue I read was waiting in line for a dictatorship at the time the game ended impressed on me the 'overflowing' as apposed to just brimming nature. I don't think we ever had a queue, fertile ground for an election for sure!!  It still does seem probably enough for three teams to me at the moment as between the two teams I'm sure we always had atleast one extra person willing to jump in at any given moment, with a rotation. I think it's worth it for what it would add to the game, as I can't see us slipping below the magic number with evenly spread teams after a pre-game discussion to ascertain availabilities 'n stuff!

Maybe we can only really judge it for sure after that discussion is held?

5/8/2008 10:55 PM


Game slut

Game slut

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I'm amazed at how quickly you guys finished that game! However you did it, worked, so keep running it the same way and lets do it again.

History mod was just an idea . . .

I have a special affection for huge Terra maps, with 3 human teams and 7 or 9 AI . . .

5/8/2008 11:04 PM


Junkyard Dawg - Any questions?!

Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!Junkyard Dawg - Any questions?!

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I'm curious ... why do the teams need to be democratic or dictators or anarchists? Why not dictators, theocratic and autocratic (or something)?
5/9/2008 12:31 AM


Elite Pathogen

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We had a highly dedicated core (tones, myself)

Weren't you gone for half the game!

3 teams would be awesome but I'm dubious still.  At Civiilized we had a thing called an Mgame.  It was probably the most fun I'd had in any of these "Dgame" models.  The most important person in the game, who had been reliable and had put a ton of work into the game, dropped off the face of the... well, internet and didn't return.  The game was dead and we were all feeling a bit frustrated.  Real life happens and it has to take priority but we have to realize this from the begining.  Team Omega had a few dry spells also.  There were about two months when only one of the players (though different) could play.  We could have lost it right there but someone's life freed up just enough for just enough time that we squeezed in the "terms".  I'd consider 3 teams if there were 3 "reliable" players per team.

Ganging up.  This is the key to victory, both against AI and humans.  It's much harder with humans though because you can be stabbed at any moment.  I think we'd find it's much harder to trust the team you're buddying up with than one might think.  Perhaps if there was a way to turn off espionage, this would work even better.  At least eliminate the Great Wall.  Anyway, the key is to a) make sure you're not the one being picked on and b) make sure you pick on the right team.  You've got to make sure you don't stand out early as the "winner" otherwise the smaller teams have a vested interest in bringing you down to size and if you're too small it may be too easy to pick on you.  I have no problems with this. 

5/9/2008 4:16 AM


Make my day

Make my day

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I have a special affection for huge Terra maps, with 3 human teams and 7 or 9 AI . . .

Scip that's beginning to sound a little bit like a certain pbem However, the diplomacy was fascinating, and I wouldn't object to a terran map. Unless you started in Iceland or something. Or Norway

I also agree with just about everything jerm says above. I thought 3 teams of 3 might work well too. Can't see why you'd need to turn off espionage though - it's simply one particular weapon in one's arsenal and it's not that powerful (as you'll remember from one of our pbem's Mr jerm )

5/9/2008 7:14 AM


Game slut

Game slut

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ADDIT: One point of note to clarify what I think might be a misperception by Tones and perhaps others. "Terra" map scripts in Civ4 (and BTS) do not generate an "Earth Map." They generate a _random_ map that is _similar_ to Earth in comprising an Old World and a New World. All the (non-barbarian) AI and human _players_ start in the Old World which is because of how the map script work, separated by ocean from the New World.

In effect, what this map script does is insure that, the whole planet is not fully settled by the early Middle Ages. Instead, there will be a "New World" somewhere out there, of unknown size, quality, etc., (and probably teeming with "barbarian tribes") to be explored, settled, and exploited.

These maps tend to allow for major changes the nature of any game between the Medieval and Renaissance and later. They effectively make it possible for societies which are lagging behind through the Ancient, Classical and Middle Ages to leap ahead (e.g., just like England did in real life) by focusing on overseas exploration and colonization. They also enable Age of Colonialism type wars which other map scripts tend to mute. In short, IMO, the best map to play for a long-term game that is interesting and follows real life historical flucations more.

I was in a PBEM over at CivFanatics that Locus and vonC and a bunch of guys who only hangout at CivFanatics were in. We had a total of about 7 or 8 guys in that game, and it went on for (IIRC) OVER TWO YEARS! We allies eventually took big enough bites out of the Commies that they conceded . . .

That was an exceptionally devoted crew, which was in large part a function of the mod we were playing El Justo's "The Cold War Deluxe 1.5" for C3C. That PBEM revealed a lot of basic problems in how the mod was set up that EJ and his crew have been working on for a year or more and have implemented into a totally revised version of the mod, think it is 1.6 or something . . .

Anyway, point being: big complex maps can be quite fun _IF_ you have devoted players, and IF (in the instance of a random map) you do not have one team winding up on a desert island type of imbalance. Because of how well they have the editor and pit-boss stuff set up now, if we have a neutral third party generate the game for us, then if after a few turns a human team wants to petition to the Umpire that their location sucks, the Ump can open the entire map, peruse it and see if there does seem to be any problems. If there are, then some slight modifications can easily be made by the person who has admin password for the file(s).

I also don't know why it would be necessary for the teams to stick any particular ethic or govt?? Why not just make it a "Team PBEM" in which a handful of guys for each team pass off turns sort of like a Dynasty game. This can ameliorate the burnout and lag times that occur because of real life. I would say if there are 3 to 5 guys for each team it should work fine?

My vote would be make EVERYTHING completely random, except Large Terra map, balanced resources, three human player slots, and the rest AI, Prince difficulty against AI, all victories enabled, Tech brokering off, Permanent Alliances OFF, and make it start in Classical with the pre-set amount of advanced start points.

With a Terra map, you are sure to get interesting Age of Exploration/naval/privateering and then later on Colonialism types of stuff. Based on a couple PBEMs I was in where we had some of this going on, I think it would be amazingly fun to play global cat-n-mouse with fellow humans in this way.

As far as the teaming up against one another stuff: I'd say just let it play out and see what happens. Leave Espionage ON! That is a big part of the new fun in BTS! In my experience, if two human players are not locked into an alliance in which they share victory, any alliance they form will be tenuous and usually short-lived.

5/9/2008 7:59 AM


Make my day

Make my day

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Thanks Scip, I didn't realise that about "Terran" maps. It kinda explains why I couldn't work out where I was when I played one as an experiment

As for the rest, I agree with you, though with the "New World" concept the choice of civ would be pretty damn crucial and (potentially) a source of cries of "foul".

5/9/2008 10:39 AM


Elite Pathogen

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Can't see why you'd need to turn off espionage though

I was just thinking because it may not be so easy to hide one's intentions to one's ally, making it harder to stab him in the back.  Not sure it's such a bad thing though.

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