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richthur
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North San Francisco Bay
Feb 2004 time: 21:35
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Thank U, Alexman. The sub was NOT any source of slow down, beyond the fact that valid, usable emails were not provided me BEFORE receiving the 1st turn. We had several multiple turn days = fun & fast.
As for posting, that very avoidable (read, FIX or don't bother, Apoyton) situation has obviously been corrected.
IMO, posting after EVERY turn seems a rather time & forum wasting activity. If the game is moving along smoothly, why bother filling this space & EVERYONE's emails with doz's of notices? Why not manage by exception, rather than by the lowest common denominator. Work this like a business, rather than like some mindless, trust-no-one-to-do-their-job, government operation. Point of fact; did the game suffer at all due to my not being able to post? The forums were correctly used to address the exception; that the sub wasn't given valid emails, & got it corrected. Why fill them with what is expected / normal / routine ? Keep them clear for IMPORTANT stuff.
Think about it gents. If these things last as long as U hope / plan, there will be MEGABITS of totally meaningless & useless posts. Page after page of trying to find the IMPORTANT & fun stuff. 
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Rommel2D
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ACS Staff Member / Hosted Site Admin
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Upper Midwest
Feb 2003 time: 23:35
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My apologies for all the Pulitzer Prize winning literature getting lost due to the S/N ratio in the PBEM forum.
In this tournament, posting turns is required because it allows me to enforce the turn clock, but I've noticed it is a good idea in any game to save time. If you save 12, 24, or however many hours finding out why the turn is stopped, it can add up to a huge amount of time saved by the end of a PBEM game.
Just a few stats pulled from the tournaments:
C3C Tournament:
Game#1: .95TPD- all four players post turns regularly
Game#2: .24TPD- 3 players posting regularly, 1 semi-regularly
Game#3: .68TPD- 2 posting regularly, 1 occasionally
Game#4: .58TPD- 2 posting regularly, 1 occasionally
Game#5: .19TPD- 1 posting occasionally.
Game 2 is slow because GhengisFarb has been mobilized/demobilized for the Army a few times (hope he got all those extra shields :-), and now won't do a dual install to upgrade the game.
If you want a prime example of the point I'm trying to make, look at the Game#5 thread. The game starts out slowly, with occasional posts. Then they decided posting in the tracker thread would be useless and have had 5 turns in as many weeks since then.
By contrast, in Game#1, I must have sent wrong turns or forgot attachements a dozen times before I reorganized my file system, ADG has had various PC problems, and predesad has had RL issues crop up a few times. We kept each other updated in the tracker thread and got the game back on track as soon as possible. Without regualr tracker updates, I'd be surprised if we would have half as many turns done as we do.
Iron Civer Tournament:
ColiseumA: 1.86TPD- 4 players regular
ColiseumB: 1.58TPD- 3 regular, 1 occasional [edit: should be: .42 ]
ColiseumC: 1.43TPD- 4 players regular
ColiseumD: 1.14TPD- 2 regular, 2 occasional
It's hard to determine posting frequencies yet, but so far our games have fit the pattern. I'd say having well arranged goups is the biggest factor, but I think it's hard to deny a correlation between speed of play and diligence in the tracker thread.
Saying we should only post in the tracker threads when the game has stopped, is like saying we shouldn't worry about sprinkler systems in buildings, just find some water if the building ever catches on fire. 
Last edited by Rommel2D on 10-05-2004 at 22:01
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