Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Quote:
Originally Posted by Kavhan Isbul
I think option 2 is best - allow spies to open as many gates as they can, but limit their percentage for success, to make it a lot harder. This way, there will be plenty of incentive for players to develop siege machinery, as spies will not guarantee success, like they do now.
Option 3 is too complicated and creates a lot of potential for arguments - let's say a player immediately after me violates the rules, but I only discover when my turn comes, after more then 10 players have played their turn. If we have to replay all these turns, it will be a problem.
Option 2 is limiting spies ability to open gate which means - That they will be unable to open gates at all:disgust:
And yeah for Option 3 if someone abuses the rules in regards to spying there will be no option to redo the turn, rather if you find out after 10 players have played their turn for example then that person who abused the rules will be put into suspension and his next 5 turns he will not be allowd to use spies to open settlement cities.
Anyways, you realize that Option 2 is pretty much saying that No spy can Open any gate whenever (also will be monitored).
Ill add you for option 2 unless you want it changed,
Finally, I did look into changing the % of spies rate of success for opening gates,
But it only works on a individual basis, and everyone would need to upload the same file inorder to take ahold of the limitations, and if they decide not to, accidentally or maliciously they would have an unfair advantage... catch my drift?
July 11, 2009, 03:52 PM
garato
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
I can to offer to allow the spy to open the gates but with minimal 80 percents of succes.Any gamer has the right to claim to see the screenie of the evidence of spy position.In order to get 80 percents you need to have 4-5 spies in a town...
July 11, 2009, 05:49 PM
Kaizer Merlox
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
I agree with garato, We should have it 80% (or 100%+, thats my own opinion) for human players, and then if one does so happen to take it by spy, They will simply have to provide a screenie.
This will greatly limit the spies, but it will make it still an option, making it more like a team of spies doing the job, not just 1 lone man. >.>;
July 11, 2009, 08:51 PM
IrishBlood
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
i vote option 2, 1 will turn the hotseat into a game where the person with the most spys wins, which is not some thing i want.
and 3 will make things more complicated than they need to be:tongue:
July 11, 2009, 11:15 PM
Oman2nd
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
I don't care, whatever happens, I'll go with it.
July 11, 2009, 11:18 PM
TriforceV
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Look everyone, Option 2 - no spies opening gates would also mean it has to be monitored, and there is also room for cheating when someone opens a gate in rebel lands, unaware to people...
So if it goes down with No 2, id be down for no spies used to open gates in settlements (towns-huge city's) but as it goes with forts,.. I think they should be allowed to open the gates in forts, or else forts would be extremely overpowered..:tongue:
July 11, 2009, 11:31 PM
Kaizer Merlox
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
One downside to many forts is that if you have 1 catapult with 4 guys, you can take out 5-6 forts lined up in a canyon in 1 turn...
Spies is just the quick way how to do things, but when disabled, people prolly not declare war on eachother until they receive catapults. Then it will be seige fest, Either way. it's impossible to avoid...
July 11, 2009, 11:32 PM
TriforceV
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Quote:
Originally Posted by Kaizer Merlox
One downside to many forts is that if you have 1 catapult with 4 guys, you can take out 5-6 forts lined up in a canyon in 1 turn...
Spies is just the quick way how to do things, but when disabled, people prolly not declare war on eachother until they receive catapults. Then it will be seige fest, Either way. it's impossible to avoid...
Well seige weapons will only be part of the later game, (much later),.. Until that happens 5-6 lined forts will need about 10 turns to penetrate, and seiging a city with a full stack will certainly mean favor is in the defender of the city..
July 12, 2009, 01:04 AM
Kavhan Isbul
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
I misunderstood option 2, so I would like to change my vote to 1.
I also like the idea about opening gates only when the chance to do so is 80% or better, which every player needs to prove with a screenshot. Or we can make it 80% for settlements and 50% for forts.
July 12, 2009, 01:15 AM
Kaizer Merlox
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
I agree with kavhan. Vote 1 If you can not do the 80% with settlement, 50% with fort.
July 12, 2009, 01:26 AM
CiviC
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Quote:
Originally Posted by Kaizer Merlox
I agree with kavhan. Vote 1 If you can not do the 80% with settlement, 50% with fort.
I'm not involved in this campaign, but just out of curiosity, how will you implement this rule. Can you control the players?
I guess they'll have to make screenies to prouve every siege (another complication) ...
July 12, 2009, 04:05 AM
TriforceV
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Quote:
Originally Posted by CiviC
I'm not involved in this campaign, but just out of curiosity, how will you implement this rule. Can you control the players?
I guess they'll have to make screenies to prouve every siege (another complication) ...
I have to agree, screenshots do not tell the whole story, you may have 4 spies.. move them all into a settlement take a screenshot, then replay the turn and use only 1 spy to take the city (less then %80)
It is an interesting idea, but ultimately doomed to failure, and is open for abuse.
July 12, 2009, 05:14 AM
aslanamca
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
It is difficult to control the players,we know there were some players cheating even we said no cheating in the other hotseats.
I think we must disable the option 3
July 12, 2009, 05:28 AM
Nakharar
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
This hotseat will be slow enough with this many people i like option 3 but it will really take too long either way
July 12, 2009, 07:23 AM
TriforceV
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Quote:
Originally Posted by aslanamca
It is difficult to control the players,we know there were some players cheating even we said no cheating in the other hotseats.
I think we must disable the option 3
Its not too difficult to control the players, if they are caught cheating and disobey the rules, we simply kick them out,
obviously people who cheat one way or another do not deserve to continue the game.
as for controlling the players, this is far from what I want.. I believe the players should have control of their own kingdoms,
Option 3, as ive said for the the 3rd or 4th time is a system in which it monitors itself, where victims of the infraction will bring it too my attention, and if dispute should arise, I would investigate it.
Therefore Option 3 will remain, until it is plainly obvious that it has no chance of succeeding,.. but we aren't at that point yet.:thumbsup2
It's Very Simple,
Here is an Example of Option 3
Spoiler Alert, click show to read:
Look I understand everyone things its complicated and possibly overwhelming --
:doh:
But I think its a decent rule
For me an experienced campaigner - I understand there are problems with both Option 1 and Option 2,
This Option 3 is a simply a comprise between both positions, one that would retain the spies as a useful agent to recruit and use, while also limiting the fact that they are overpowered.
Finally
I will make a List of the current Votes on the 1st page of the Forums - It will be tallied on the July 13th when the game has started, so remember to place your vote, as the Majority rules:thumbsup2
P.S.
Quote:
Originally Posted by Nakharar
This hotseat will be slow enough with this many people i like option 3 but it will really take too long either way
I'm confused, what does the rules of spies have to do with how long it takes to go through a turn?,
:hmm:
July 12, 2009, 07:28 AM
TriforceV
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
...
July 12, 2009, 01:50 PM
Sarkiss
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
can you not simply limit spies availability? 1 spy per 4, 5 region only, so that we cannot recruit more unless we expand? similar to how merchant recruitment works.
July 12, 2009, 03:25 PM
Nakharar
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
thats a good point its REALLY easy also i could make it so Spies are recruitable once every what 5 turns...so that would mean you would nee dalot of brothels
July 12, 2009, 05:59 PM
Kavhan Isbul
Re: BC:NB 2.0 - Game Starts July 13th (Host Triforce)
Quote:
Originally Posted by Nakharar
thats a good point its REALLY easy also i could make it so Spies are recruitable once every what 5 turns...so that would mean you would nee dalot of brothels
Is there a way to do this in a way that applies for all players?
If so, a better solution could be to simply increase the wages for spies to 600 florints, like in the German reconquista mod for example. Then players will face serious financial problems, and most would not be able toa fford hordes of spies.
However, the main question is whether such changes can be implemented in a way that would ensure that they would apply to every player?