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View Poll Results: Which rules do you want to enable for the game ?
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Cooperation victory
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15 |
16.30% |
Factions's respawn
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17 |
18.48% |
Variable starting point
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11 |
11.96% |
Technologic stagnation
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3 |
3.26% |
Obtain technology by conquering a city
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12 |
13.04% |
Blind research
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11 |
11.96% |
Intense rivality
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5 |
5.43% |
Unattainable world map
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6 |
6.52% |
Unity capsuls near the landing point
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8 |
8.70% |
No surprising events
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4 |
4.35% |
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August 5, 2002, 18:30
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#31
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PolyCast Thread Necromancer
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Jul 2002
Location: We are all Asher now.
Posts: 1,437
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Quote:
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Originally posted by M@ni@c
If the techsteal rule is off, just build a probe team. Some extra work for the Intelligence Director.
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There ya go.
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August 5, 2002, 19:13
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#32
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Prince
Local Time: 07:34
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Being perverse is bad.
Posts: 540
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Yee-haw.
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August 5, 2002, 19:39
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#33
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Emperor
Local Time: 02:34
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 4,783
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fair enough. we can play with it off.
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August 5, 2002, 19:58
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#34
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Prince
Local Time: 07:34
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Being perverse is bad.
Posts: 540
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But 10 out of 17 have voted for it!
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August 5, 2002, 20:00
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#35
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Warlord
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Paris
Posts: 136
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Like Tassadar said, we shall re-do the poll with the "yes" and "no" option to be sure of the results. This poll and thread is only for the debate of the rules.
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August 5, 2002, 20:08
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#36
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Prince
Local Time: 07:34
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Being perverse is bad.
Posts: 540
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You make my life and times
A book of bluesy Saturdays
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August 5, 2002, 23:27
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#37
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Warlord
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Paris
Posts: 136
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I re-read the thread and I think this poll isn't as bad as we said before. It reflects quite good the citizens choices.
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So we only enable what gets the majority?
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We already have to define this.
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49 percent of everyone in the AC democracy game vote FOR Cooperative Victory because they like it Well, 51 percent of the people dont like it. Because there is no "no" option, that 51 percent is never heard and, well, cooperative victory passes (probably, depending if Im understanding everything correctly)
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No, it won't pass because it didn't obtain the majority of the votes (I think a rule should be taken if 51% or 66% of the people voted for it)
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What if we want Blind Research AND Cooperative Victory?
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You stick the 2 rules as it is a multiple choices poll
The "No" option is equivalent here in not sticking the rule when you vote. So if the rule doesn't obtain 51% or 66% (depending on the rate we will institute), we don't take it. The rules that obtains the majority will be instituted for the game.
We will need to re-do the poll and explain clearly in the first thread the rule of the poll but I don't think we should complicate it with the "yes" and "no" option.
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August 5, 2002, 23:30
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#38
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Emperor
Local Time: 02:34
Local Date: November 1, 2010
Join Date: Feb 2001
Posts: 4,783
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faction restart is the only one above 66.66
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August 6, 2002, 00:54
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#39
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Prince
Local Time: 01:34
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Williamsburg, Virginia
Posts: 648
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I oppose techsteal because, with techsteal off, probe teams, HSA, PROBE rating all gain an added importance. Also, on games where I have techsteal on I am always afraid of sharing tech with an ally, because an enemy might steal it. I'd rather avoid that in the demo game.
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Adam T. Gieseler
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August 6, 2002, 02:55
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#40
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PolyCast Thread Necromancer
Local Time: 05:34
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Join Date: Jul 2002
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Posts: 1,437
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sorry if i sound annoyed....
Quote:
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No, it won't pass because it didn't obtain the majority of the votes (I think a rule should be taken if 51% or 66% of the people voted for it)
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i said 49 percent of all the people here. so if they all voted yes it would win. not if it got 49 percent of the votes in the poll, i said 49 percent of the people here.
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You stick the 2 rules as it is a multiple choices poll
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i also said something along the lines of "So we only enable what gets the majority?" because i was misunderstanding. i thought he was saying that we only enable what gets the majority of all the votes.
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The "No" option is equivalent here in not sticking the rule when you vote. So if the rule doesn't obtain 51% or 66% (depending on the rate we will institute), we don't take it. The rules that obtains the majority will be instituted for the game.
We will need to re-do the poll and explain clearly in the first thread the rule of the poll but I don't think we should complicate it with the "yes" and "no" option.
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i think we should. i mean, i'd rather have the majority decide who votes then how many votes out of the entire poll. example:
variable starting point has 44 percent with 8 votes (at time of writing). it wont be enabled because it doesnt have 51 percent of the votes. but what if we had a no option? what if that no option got 7 votes? well, the majority of the people who voted FOR THAT OPTION would be heard, and it would pass. who knows, the people who didnt (in this current poll) vote for it could have been 'abstaining' because they didnt care either way.
but i'm tired of continuing this debate, so i'm willing to accept whatever the people want. but in my opinion, it would be more democratic to have a yes or no option.
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August 6, 2002, 06:06
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#41
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King
Local Time: 07:34
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Tyskland
Posts: 1,952
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It seems ya all are quite big Podpoppers
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Stopped waiting for Duke Nukem
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August 6, 2002, 08:20
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#42
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Chieftain
Local Time: 21:34
Local Date: October 31, 2010
Join Date: Jun 2002
Location: Stationed Camp Penleton, CA
Posts: 50
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I voted fo pods only near crash site, blind reasearch, and steal tech qhn capture base. No real dramtic changes in the game but some that make it a bit more comfortable to play with.
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August 6, 2002, 10:37
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#43
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Emperor
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No dramatic changes? Blind research is quite dramatic!
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August 6, 2002, 11:40
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#44
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Chieftain
Local Time: 21:34
Local Date: October 31, 2010
Join Date: Jun 2002
Location: Stationed Camp Penleton, CA
Posts: 50
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Well okay but still I think it is nessacry and useful.
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August 6, 2002, 12:00
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#45
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Emperor
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then we wouldn't need a director of science!
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August 6, 2002, 12:02
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#46
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Prince
Local Time: 01:34
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Williamsburg, Virginia
Posts: 648
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Blind research is part of the standard rules. Not a dramatic change because it isn't a change.
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Adam T. Gieseler
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August 6, 2002, 12:18
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#47
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Chieftain
Local Time: 21:34
Local Date: October 31, 2010
Join Date: Jun 2002
Location: Stationed Camp Penleton, CA
Posts: 50
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Wait I thought I was voting to turn blind reashearch off... That way we'd be able to pick what techs we want...?
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August 6, 2002, 12:30
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#48
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Emperor
Local Time: 02:34
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Quote:
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Originally posted by Tactical Marine
I voted for...blind reasearch...
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nope!
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August 6, 2002, 12:31
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#49
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Prince
Local Time: 01:34
Local Date: November 1, 2010
Join Date: Aug 2002
Location: Williamsburg, Virginia
Posts: 648
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It's confusing. I thought a vote for Blind Research meant to leave that box checked (as it is by default). I can see where you're coming from, though.
I like blind research because it seems more realistic (do nations choose what to discover in real life?) and it adds an element of chance. Also, it seems like Explore, Discover, Build, Conquer would be a lot easier to decide in polls than to list every single potential advance.
YMMV, of course.
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Adam T. Gieseler
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August 6, 2002, 12:38
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#50
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Chieftain
Local Time: 21:34
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Join Date: Jun 2002
Location: Stationed Camp Penleton, CA
Posts: 50
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Well whatever, It doesnt really matter to me as I'm not into the whole science thing anyhow. :roll:
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August 6, 2002, 12:44
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#51
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Emperor
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with blind research on, there would be a lot less chance for people to vote. sure its more realistic, but if we're at war, setting it to conquer might not necessarily get us what we want. say superconductor and superstring theory are available. obviously we want to be able to pick superstring to get chaos, but setting it to conquer might get us superconductor, or even something we don't want at all, like advanced military algorithms!
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August 6, 2002, 13:22
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#52
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Local Time: 07:34
Local Date: November 1, 2010
Join Date: Jul 1999
Location: Gent, Belgium
Posts: 10,712
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I don't agree with the argument that blind research is more realistic. Surely if you invest cash in material science you are more likely to discover Plasma Steel than eg Nonlinear Mathematics. In a history game like civ2 I would agree blind research is more realistic, but SMAC is sci-fi where corporations/ the state know exactly what their research goals are.
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Mods: SMAniaC (SMAC) & Planetfall (Civ4)
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August 6, 2002, 13:39
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#53
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Warlord
Local Time: 06:34
Local Date: November 1, 2010
Join Date: Jun 2002
Location: Paris
Posts: 136
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I will remake the poll with the Yes and No option.
Can someone post the exact vocabulary of the rules in the english version as we will make sure everyone understand for what he votes.
I voted for blind research too but Maniac has a very good point saying it will reduce possibilites of the democratic game and the fun of the game. There will only be a debate on which direction to focus and it isn't interesting at all. And the science advisor would be useless.
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August 6, 2002, 13:47
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#54
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Emperor
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the rules are:
Higher Goal: Allow transcendance victory
Total War: Allow conquest
Peace in our Time: Allow diplomatic victory
Mine, All Mine: Allow economic victory
Once for all: Allow cooperative victory
Do or Die: Dont restart eliminated players
Look First: Flexible starting locations
Tech Stagnation: Slower research rate
Spoils of War: steal tech when conquer base.
Blind Research: Cannot set precise reseach goals
Intense Rivalry: Oppoents more aggressive
No unity survey: World map not visible
No unity scattering: Unity pods only at landing site
Bell Curve: No random events
Time Warp: accelerated start
Iron Man: Save/restore restricted to exit.
Randomise faction leader personalities
Randomise faction social agendas.
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August 9, 2002, 02:17
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#55
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Warlord
Local Time: 01:34
Local Date: November 1, 2010
Join Date: Dec 1999
Location: I eat my own poop
Posts: 216
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Definitly Blind Research. It will make the voting for new tech SO much more interesting.
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August 9, 2002, 02:58
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#56
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PolyCast Thread Necromancer
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Jul 2002
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Posts: 1,437
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Quote:
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Originally posted by gopher
Definitly Blind Research. It will make the voting for new tech SO much more interesting.
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http://apolyton.net/forums/showthrea...threadid=58132
vote in this poll instead!
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August 9, 2002, 07:19
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#57
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Warlord
Local Time: 23:34
Local Date: October 31, 2010
Join Date: Jul 2002
Location: Royalton, IL
Posts: 179
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Quote:
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Originally posted by Epistax
I agree. A tech for conquering a base?
If we threw a rock at a flying saucer and it crashed, you think we could build more? pft
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True we could not build the craft, but we would gain some kind of technology from a study of it's wreckage. That is the theory behind gaining tech when you take a base. A study of their data systems or devices at the base reveal enough information to allow a tech to be discovered quickly.
E.L. Crisler
Fundamentalist Faction
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August 9, 2002, 08:20
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#58
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King
Local Time: 05:34
Local Date: November 1, 2010
Join Date: Nov 2001
Location: soon to be a major religion
Posts: 2,845
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BUt what about the D of science? we do not need him anymore I agree it is cooler to have blind research but for demo game sake we 'need' a D of science
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