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Our stance on the "picket-fencing quasi-poll"?
This poll is closed. |
| Mod units to have amphibious ability |
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8 |
36.36% |
| Have a rule about where/how much/etc. picket fencing can be done |
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1 |
4.55% |
| No change, allow picket fencing/seawalling |
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11 |
50.00% |
| The poly team should abstain from this UN vote |
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0 |
0% |
| I abstain from this intra-team vote |
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2 |
9.09% |
| Total: |
22 voters |
100% |
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Kloreep

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of the pillow
Jun 2002 time: 00:22
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FP has posted a poll thread at the UN to narrow down. I haven't seen any posts here about this new stage, so I figured I had better post a poll for the team here at poly.
quote: Originally posted by FriedrichPsitalon
(On the ladder, we refer to this tactic as Picket Fencing.)
Each team, as a team, gets one vote from their representative. The only teams eligible to vote in this poll are those teams which are advancing to the finals.
Please list your vote in one of the following formats:
My nation chooses to resolve Picket Fencing by modding units to have the amphibious ability, with the issue of Marines and Berserks to be resolved later.
Various proposals have been forwarded to decide how to deal with these units and civs, but this can be dealt with later. I'd guess that we probably won't see the Vikings in the finals with this rule in place.
OR
My nation chooses to resolve Picket Fencing with a specifically worded rule and administrative oversight, rather than modify the game in any fashion. -
This rule would probably read something very similar to, " No team shall line a section of coastline larger than 4 tiles long with units without leaving a gap of at least 3 tiles. Any team which feels they are being "picket-fenced" may immediately freeze play on their turn and forward the situation to an administrator, who may request that all units on the coast in the aggrieved area take precisely one move directly away from the coast, excepting resource and city tiles." The level of penalty can be decided later, but I would think being forced to disband the units would be most appropriate - just personal opinion there.
OR
My nation votes for NO CHANGE - no modification of units, and no modification of rules. "Picket Fencing" is acceptable in our view.
OR
[b] My nation chooses to abstain from the Picket Fencing vote, as we are happy with either solution.
Please boldface your response to indicate you are representing your team, and use the precise choices listed above. This isn't done because I'm trying to be domineering, but because I'm trying to make sure we don't get a thousand different side versions and rider clauses. |
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RegentMan
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Ewww... I don't like the idea of modding the game. Plus, seawalling has been abused in the past, but it also has some good parts to it too. For example, there could be a three tile island between us and another team. If we really wanted that island, we could go in and plant warriors on the isle. We get the island no matter what. Thus, we can focus our settlers on more important places until a settler is ready to travel on the ocean.
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:22
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(From now on I shall call the moved unit, amphib unit, just to save confusion, most of all for myself)
At least if it is in one of the first techs in the Ind era, (personally, I think that Nationalism is the best tech for it), then you are not going to have the massive rail network to move around all of your defenders to the thrteatened cities, like Lego had, so there is still the chance to break through and get a war going. A problem with this is that the amphib units will be bloody expensive if they are 100 shields (unless they changed it from PTW), so production would be limited.
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I would decrease the cost a bit, to about 60 shields a piece, as you need lots of amphib units just to break through. (The way around this is you lower the new amphib units defence by one point, and have it upgrade to the Marine, which has the normal stats, and is available with the normal tech). Another problem with this is that Marines require rubber, and to have that you need rep parts.
Now, you either leave the game unbalanced, with amphib units that don't require resources, or you move rubber to the same tech the gives amphib units, and make amphib units require rubber, otherwise it would be possible to cut rubber and build cheaper amphib units, and reattach rubber every turn so that you can reset all of the normal builds, such as tanks and arty. Problem with making rubber available earlier is that people know where it is earlier, and so people will know where it is earlier...which I view as the lesser of two evils.
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As it is, the game will take three years to play, so we will be finishing it as C5 comes out.
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ormuzd
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but if you split the ships they will need 2x9 units
and it is likely they will need more than 9 units. If the forces are spread to block the coast the cities will be very vurnarable once the wall is broken.
So, it seems there is already some kind of balance in the game
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BigFree

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Acampo, CA
Oct 1999 time: 21:22
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If the enemy can split your forces then they will win the battle. They have the movement edge. It would be next to impossible to recombine your troops.
Lets say I had 80 units and you had 40 that were of the offensive type mostly. If on land, I would likely decimate you. If I came at you from the sea, and you knew where I was comming from you could use those 40 units to not only block a major landing, you would, if I wanted to land, force me to split my forces into at least 4 seperate groups. With the movement and healing advantage you'd be able to navigate your forces within your own territory to take out certain stacks of 20 while the other stacks, who are not as mobile as yours, slowly worked their way to their target. Meanwhile, your forces have already attacked and recuperated to advance on the next stack 20.
SoD are SoD! When one has to break them up, they loose their power of the group when facing foes that have a lower number of forces then they would normally have if they were not forced to break them up in the first place.
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Poly-Akryll
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Braunschweig, NDS
May 2005 time: 05:22
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if you have more ships than you need to transport your troops you can very easyly fool the enemy by splitting your forces and only one is loaded. this way the enemy would split his forces and you would not!
and ships are not that expansive as each can carry more than one unit...
so why mod the game, modding has always the risk of being even more unbalanced!
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