THE THING - GAME TWO is FINISHED

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Lavarinth
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Re: THE THING - GAME TWO is FINISHED

Post by Lavarinth »

This game was ridiculously long that we lost players midway.
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Mucky
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Re: THE THING - GAME TWO is FINISHED

Post by Mucky »

The last stand never ends well. At least I finally managed to find some ammo when I really needed it.

The whole "days taking weeks" thing is something that does need to be taken care of, and all I can really suggest is either setting aside some arbitrary value of time, or leaving the hosting duties to someone else. I have some ideas on what can be changed for future games, but I'm about to leave right now. I'll come back later to fill in the details.
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Re: THE THING - GAME TWO is FINISHED

Post by Lavarinth »

Also, if a host screws up on the rolls because he failed to read latest actions, a statement like "I'm not going to rewind the day" when no actions have really taken place is not a very comforting answer.

The lack of being supported during an attack is rather ridiculous. If people gang up to attack someone, they aren't going to stand in line to kill someone, they're all going to ambush him or her.

"Okay, Lavarinth, you go first, I'll wait behind you!"

"Dude, Lavarinth, you're dying, dawg!"

"Oh, look, you're dead. My turn!"
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Re: THE THING - GAME TWO is FINISHED

Post by DrumsofWar »

Saint_Kerrigan: I might change the rules to allow both players to hit each other at least once but it actually helps weaker players since they can flee without using up ammunition.  However, I'll probably let players choose whether they will autoflee or fight to the death.

I'm thinking of letting people "ally" in this game, i.e. you can spend a day action where you and another player will come to each other's aid if the other is attacked.  This could be used by and against the Thing, especially to turn players against each other.

Wedge: Antigen will probably be +2/+2 in the first battle against the Thing, then +1/+1 in the next one until it goes away assuming I can keep track of that.  Bandolier will probably be harder to get next time, with a DC of 5 or 6, and I also apologize for the 2 week days.

Mucky: Yeah.  If I had let you decide to fight to the death in the first 2 fights, you would've likely killed both Saint_Kerrigan and Wedge with your M16 and only had to fight AA7 1 on 1 the next day.  I await your other thoughts.  Also, apologies for the delays.

Lavarinth: Same goes to you in regards to the long days.  We only lost 1 player technically and it was to their own schedule but I'll figure out a way to cut down the time needed for the rolls and such.  As for attacking together, I tried to keep it 1 on 1 since multiple attackers might cause more mistakes but it might be doable if I let each person roll for initiative.

The only change I'd have to make is that if say, you and Wedge attack Mucky and Mucky attacks you, then Mucky would lose 2 days worth of ammo while you two would only lose 1 to keep it fair.  Let me know if you can think of a better way.

Keep the feedback coming, guys.
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Re: THE THING - GAME TWO is FINISHED

Post by Lavarinth »

Again, I bring up the fact of why would someone sit there and wait for someone also attacking the same target to die or succeed, instead of stepping in to help. As Mucky's original statement was "defend Lavarinth" he got to do none of that because it wasn't an option in the rules, instead had to sit back and wait for me to die before attacking.

I understand this may cause mistakes, on your end I presume you mean, but it's another factor that needs to be taken into consideration, otherwise there's no point in two people attacking the same target in one day as it may be a lost action if one player succeeds in the killing the target alone. Besides, not like it's the first time there'd be mistakes ;)
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Re: THE THING - GAME TWO is FINISHED

Post by Mucky »

I think paranoia is fine for item search rolls, but I think it's a little excessive for combat rolls. You already have the burden of beating the opponent's roll whether you're attacking or defending. I'm guessing the purpose of paranoia is to increase the power of the Thing by virtue of making all of the humans' defenses weaker. However, you can very easily instate something like "+1 attack for Thing every day" or "+3 attack for each Cannabalize" without gimping the humans. What ends up happening is humans attack eachother first (e.g. Thing human vs. regular human) and they're hitting eachother for 9001 damage because they're wielding weapons, couldn't be bothered with armor, and defense rolls are destroyed by paranoia. When you have defense/retreat rolls that are falling into the negatives, I feel there is something wrong with the system.

EDIT: Perhaps something that can be done about multiple people attacking is something like this:

Lavarinth decides to attack AA7.
Assmaster20000 decides to join in favor of Lavarinth.
Saint Kerrigan decides to join in favor of AA7.

The four people would then fight in the same battle. I've yet to figure out how they would determine their targets.
Last edited by Mucky on Fri Jul 03, 2009 1:43 pm, edited 1 time in total.
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Re: THE THING - GAME TWO is FINISHED

Post by Ricky_Honejasi »

Mucky wrote: Lavarinth decides to attack AA7.
Assmaster20000 decides to join in favor of Lavarinth.
Saint Kerrigan decides to join in favor of AA7.

I've yet to figure out how they would determine their targets.
Lavarinth decides to attack AA7.
Assmaster20000 decides to join in favor of Lavarinth.
Saint Kerrigan decides to join in favor of AA7 targeting Lavarinth in priority.

Maybe? Although the earlier combatants will attack by default the "flag" player of the battle unless they specify their targets after.

Thus Lavarinth would attack AA7 by default, AA7 would attack Lavarinth by default and Assmaster20000 would attack Lavarinth by default.
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