Agree about scouts etc.
It also means they are no threat to either side.
It also means they are no threat to either side.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Is that character a variant? (I just love getting asked that in channel.) - Charis |
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Pitboss 9 Organizing Thread
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Agree about scouts etc.
It also means they are no threat to either side.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
(January 8th, 2013, 17:38)Qgqqqqq Wrote: One rule though, I think we should have no double-changing names (i.e. a wants to send a message to b, but doesn't want c to notice. so a changes the scouts name to Kill the unshaven (or whatever) and then changes it back once b is logged out. You mean no changing of the message twice for a single turn? Yes, we could have this rule, that a message can be typed only once in a turn and not deleted in the same turn. Also, water diplomats via work boats will be fine
I also think that they should have to be moved in one go, so you can't move them in and out of sight.
Heck we're setting up double move rules for them
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
I think the concept is simple and silly enough and messages can only be relatively short anyways. That throwing all these nitpicking rules on them seems overkill.
(January 8th, 2013, 17:50)Qgqqqqq Wrote: I also think that they should have to be moved in one go, so you can't move them in and out of sight. How hard can we make this? More rules than one message per unit per turn and we start getting to the point where we're just pushing boundaries because "the rules allow XXX"
I dont know about the type of the messenger unit. I though initially that each unit can do this, but now the idea is developing nice and we can take it even further. So if we limit the eligible to carry messages units to only scouts and explorers (even workboats can be excluded, as a scout can fit nice in a galley and be unloaded once arrives where he is headed.
For real hardcore messengers, we can make a rule that the messenger can bring only one message and once the message is typed, the unit must be gifted to the recipient. This solves the possible "type more messages in a single turn" problem and adds additional obstacles to communicating with distant nations, as the messenger with the "answer" must return to the the one who had sent the proposal. As for "if barbs kill him" well, send a chariot or how much units you want with him if he brings important message. Further developing the idea. (January 8th, 2013, 17:59)2metraninja Wrote: I dont know about the type of the messenger unit. I though initially that each unit can do this, but now the idea is developing nice and we can take it even further. So if we limit the eligible to carry messages units to only scouts and explorers (even workboats can be excluded, as a scout can fit nice in a galley and be unloaded once arrives where he is headed. Lets leave the idea where it was. Any more developing and it could become too much of a faff and less fun. Gifting is too silly really and makes too much of a hammer diversion for my liking. I think this can be locked in as: Diplo messages only can be made through naming of 'Ambassador Units' (scouts, workboats & explorers). Messages cannot be changed until the following turn. Lets please leave it at that
"You want to take my city of Troll%ng? Go ahead and try."
Limit is 25 characters.
I'll let you guys work out how many rules we want for this, I think mine we're basically just to rule out simple exploits though.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
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