December 4, 2002, 10:16
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#31
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King
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Quote:
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Originally posted by GhengisFarb
When did this happen? When is the chat time?
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What I think Donegal means is:
"I would like to suggest again that we have a predesignated chat time that doesn't change."
If I'm wrong, sorry Donegal.
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December 4, 2002, 10:27
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#32
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Emperor
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Quote:
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Originally posted by donegeal
I would like to state again that we have a predesignated chat time that doesn't change. If the leaders all know in advance when the chat is going to be, they can know sooner if they can make it. If they can't make, then I am sure at least one person from each team can make it.
In addition, if we have a set time for a turnchat, then people can make arrangements to make it. There would be no more of this "I can never find where or when the chat is". Remove the variable and it becomes much simpler.
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Again, IF there is to be a predetermined time, it should be decided on by the leaders who are going to be the ones PLAYING not some council of team members.
As you said, removing steps makes it simpler...why add this step into the process?
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December 4, 2002, 10:33
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#33
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Emperor
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Sorry... that was susposed to read "...that we SHOULD have a..."
My bad...
And this would eliminate a step. We have one counsil disscussion on the set chat time, then each team needs to see to it that at least one Rep is present.
The problem with letting just the leaders hash it out is that leaders change and so will chat times. With a set time, more people will be able to make it because they will always know when its going to be. Leaders and players will know weeks ahead of time if they can make it.
Last edited by Donegeal; December 4, 2002 at 10:38.
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December 4, 2002, 11:16
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#34
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Emperor
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WHO SAID WE ARE ALWAYS HAVING A CHAT?
The polls were made that each team would have 24 hours with POSSIBLE chat(s) early to get out of the gates.
Look, it took SEVERAL hours just to get ONE turn played last Sunday. Assuming 10 min for each team to get the save, load it, play the turn, and pass it on that is 70 minutes minimum just for one turn. Who is really going to devote THREE HOURS to play out 2 turns?
What is the real point of having a chat for that? Why do several team members need to attend the chat over that ONE turn?
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December 4, 2002, 11:18
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#35
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Emperor
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Quote:
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Originally posted by UnOrthOdOx
WHO SAID WE ARE ALWAYS HAVING A CHAT?
The polls were made that each team would have 24 hours with POSSIBLE chat(s) early to get out of the gates.
Look, it took SEVERAL hours just to get ONE turn played last Sunday. Assuming 10 min for each team to get the save, load it, play the turn, and pass it on that is 70 minutes minimum just for one turn. Who is really going to devote THREE HOURS to play out 2 turns?
What is the real point of having a chat for that? Why do several team members need to attend the chat over that ONE turn?
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And even if we decide to have a set chat time, why do we need to creat a council just to decide that? Just have each team submit one vote based on their private discussions.
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December 4, 2002, 11:31
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#36
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Deity
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I think a chat would be a good idea as it could speed us through 10 to 20 turns or so. The first chat was everyone getting their first glimpse of the starting positions and deciding to build their city or move a few squares.
The next several turns are moving and/or working with 1-3 units so it would be easy to get the teams guidance and zip through several turns to get us ahead.
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December 4, 2002, 11:37
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#37
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Emperor
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GF :
10-20 turns is too optimistic. It will be 5 per session at best.
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December 4, 2002, 11:49
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#38
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Deity
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Quote:
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Originally posted by Eli
GF :
10-20 turns is too optimistic. It will be 5 per session at best.
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Why?
1) Load, irrigate grassland (several turns), End Turn
2) Load, End Turn
3) Load, End Turn
4) Load, End Turn
5) Load, End Turn
6) Load, Fortify Warrior, Build road, End Turn
7) Load, End Turn
8) Load, End Turn
9) Load, End Turn
10) Load, End Turn
OR in GoW's case
1) Load, Feed fish, End Turn
2) Load, Skip rocks, End Turn
3) Load, Go swim, End Turn
etc.
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December 4, 2002, 11:51
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#39
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Emperor
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Judging from the experiences we had on December 1st getting 10 turns completed in a chat will be impossible without a major change of thinking about how most teams are organised. If everyone was structured like Vox, where whoever happens to be available at the time plays the turns in any way they see fit (Voxians: correct me if I'm wrong), then turnchats could work very well. Not every team is structured like that, though....
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December 4, 2002, 11:53
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#40
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Emperor
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Quote:
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Originally posted by GhengisFarb
Why?
1) Load, irrigate grassland (several turns), End Turn
2) Load, End Turn
3) Load, End Turn
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ahh, ok. cross-post there. i understand what you mean now.
I agree that for the next 10-20 turns a chat would be viable. When the game develops beyond simply pressing the 'end turn' button every time it clearly wouldn't work as well.
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December 4, 2002, 11:56
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#41
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Deity
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Quote:
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Originally posted by FrustratedPoet
ahh, ok. cross-post there. i understand what you mean now.
I agree that for the next 10-20 turns a chat would be viable. When the game develops beyond simply pressing the 'end turn' button every time it clearly wouldn't work as well.
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Agreed, later a chat might speed us through 1-3 turns at best and that would only be possible for a while.
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