Post by Evil Spock on Sept 17, 2007 18:45:34 GMT -5
Couple ?'s for you El Refee,..
What was the hardest part of running the game:
For me it was always the numbers of ships and the complications of those interactions.
My suggestion if this issue was similar, is to reduce the number of ships per player from 9 to 6. Tough for me as a player to swallow, but if it helps I and other would say "sure". Our base has grown, less ships per player is appropo.
Our building rates seem good:
In the past they were too fast and broke games, the way we build now seems proper from a refs perspective to allow for a long game. This used to be the number one reason for campaigns to end.
The one area I noticed you George, a bit lacked in was the "whip the player role" Here is my suggestion:
These are the posts requesting battle, organizing, and encouraging players to post when they are available etc. A lack of this just has players sitting around. I propose a fix of a "Battle Ref",.. Someone like,.. um,... er,... DFLY Ya thats it!!! ;D Someone who moves the crew along and if needed is given the tools to do so by the ref to "ensure game movement". For example saying this battle/game has been notified on this date,.. in two weeks default.
Lastly I propose a shortening of the default battle window time: Here is why.
1- Well heck, it speeds up the game, no one can fall asleep for two weeks.
2- Our Roster system warrants it. It is no longer can player X make the game. His team will be flying, and if he is left out this round,... well so be it. This is a team experiment game. The rules and changes we implement here could effect future games in tremendous ways, should they prove to our liking.
We need to compose a new rules set incorporating some of the changes this game has seen. Dflys blockade rules improvement, and some other suggestions.
Unless there are objections I would like to head that up (part of Web changes coming soon). All changes will be ratified by the crew consensus. It is also a time to say this rule sucks change it. Yes Barry we know you do not like the blockade rule.
What was the hardest part of running the game:
For me it was always the numbers of ships and the complications of those interactions.
My suggestion if this issue was similar, is to reduce the number of ships per player from 9 to 6. Tough for me as a player to swallow, but if it helps I and other would say "sure". Our base has grown, less ships per player is appropo.
Our building rates seem good:
In the past they were too fast and broke games, the way we build now seems proper from a refs perspective to allow for a long game. This used to be the number one reason for campaigns to end.
The one area I noticed you George, a bit lacked in was the "whip the player role" Here is my suggestion:
These are the posts requesting battle, organizing, and encouraging players to post when they are available etc. A lack of this just has players sitting around. I propose a fix of a "Battle Ref",.. Someone like,.. um,... er,... DFLY Ya thats it!!! ;D Someone who moves the crew along and if needed is given the tools to do so by the ref to "ensure game movement". For example saying this battle/game has been notified on this date,.. in two weeks default.
Lastly I propose a shortening of the default battle window time: Here is why.
1- Well heck, it speeds up the game, no one can fall asleep for two weeks.
2- Our Roster system warrants it. It is no longer can player X make the game. His team will be flying, and if he is left out this round,... well so be it. This is a team experiment game. The rules and changes we implement here could effect future games in tremendous ways, should they prove to our liking.
We need to compose a new rules set incorporating some of the changes this game has seen. Dflys blockade rules improvement, and some other suggestions.
Unless there are objections I would like to head that up (part of Web changes coming soon). All changes will be ratified by the crew consensus. It is also a time to say this rule sucks change it. Yes Barry we know you do not like the blockade rule.