marc_pinsonneault
2nd February 2008, 12:06 PM
--- In mepbmlist@y..., Keith Kendall <gnashrak@y...> wrote:
> I'm gathering players for a new NKA game (no kidnap or
> assasination orders permitted). Eight players are
> already signed up. Once I get at least 10, I'll submit
> the list to Clint for posting in the game lists.
>
> If interested, email your name, email address, and
> allegiance preference to theduck@n... Once I
> submit the list to Clint, I'll ask everyone to email
> their account number to him directly.
>
> Keith
I did one NKA game and would not do so again.
If you do want to do this, I'd strongly suggest that
you try some modifications to deal with some of the
serious flaws that we encountered.
In particular:
1. Ban anyone from starting with or building cities or major towns in
the mountains. The movement rules make it far too much of a pain to
take them down without agents to clear them off for emmys or armies.
I'd also extend this to the handful of hexes (e.g. 2430) that are
effectively impossible to reach. Starting with a capital in 4215, for
example, is currently legal in NKA but really violates the spirit of
the game (an effectively invulnerable capital).
This is the single most crucial flaw that has to be addressed.
2. Geographic balance: character movement is fast but army movement
is slow. If you want a lot of army action make sure that the
alliances don't set up on opposite corners of the map. We had all of
the freeps but 1 in the SE and all of the dark servants but 1 in the
NW. The neutrals were scattered all over. They took out the DS and
then faced an incredibly boring middle game of basically shipping big
armies across the map from the far NW to the far SE.
cheers,
Marc
> I'm gathering players for a new NKA game (no kidnap or
> assasination orders permitted). Eight players are
> already signed up. Once I get at least 10, I'll submit
> the list to Clint for posting in the game lists.
>
> If interested, email your name, email address, and
> allegiance preference to theduck@n... Once I
> submit the list to Clint, I'll ask everyone to email
> their account number to him directly.
>
> Keith
I did one NKA game and would not do so again.
If you do want to do this, I'd strongly suggest that
you try some modifications to deal with some of the
serious flaws that we encountered.
In particular:
1. Ban anyone from starting with or building cities or major towns in
the mountains. The movement rules make it far too much of a pain to
take them down without agents to clear them off for emmys or armies.
I'd also extend this to the handful of hexes (e.g. 2430) that are
effectively impossible to reach. Starting with a capital in 4215, for
example, is currently legal in NKA but really violates the spirit of
the game (an effectively invulnerable capital).
This is the single most crucial flaw that has to be addressed.
2. Geographic balance: character movement is fast but army movement
is slow. If you want a lot of army action make sure that the
alliances don't set up on opposite corners of the map. We had all of
the freeps but 1 in the SE and all of the dark servants but 1 in the
NW. The neutrals were scattered all over. They took out the DS and
then faced an incredibly boring middle game of basically shipping big
armies across the map from the far NW to the far SE.
cheers,
Marc