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Night turns in large (long) scenarios?
11-02-2014, 12:27 AM,
#1
ahelp  Night turns in large (long) scenarios?
Hello fellow designers:

Thought I'd ask you guys about the new night time rules. Be gentle...I haven't tried to use it yet but I'm considering adding it to my two latest offerings prior to release...

This is a two part question.
One...do the players enjoy it/is it worth it or will they say no thanks because everyone hates it?
I know night rules can be a challenge...not sure if it's gotten better or worse with the latest patches.

Two...has anyone come up with a convention as to it's usage?

Let's say I have a 60 turn monster scenario.
Actually I have several...but I'll try to stay on point...Crazy

Lets assume the 9th dimensional algorithm which describes time in the CS universe defines a turn as 20 minutes. Assuming we're looking at 12 hours of daylight, and we start killing each other at the crack of dawn, this means approximately 36 turns till darkness falls?

Really just looking for advice here guys...no strong feelings either way...
Primarily what I really want to know from you is do the players like it or not?

And yes my friends...I realize at times if you can two Blitzers to agree on the color of the sky you've accomplished something...Helmet Smile

Dangerous Dan....OUT...Soap Box
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11-02-2014, 08:24 AM, (This post was last modified: 11-02-2014, 08:25 AM by Herr Straße Laufer.)
#2
RE: Night turns in large (long) scenarios?
60 turns is ten hours. If you want to start the attack later and have night come on then that is up to you?
Personally I do not play the really big scenarios. One, they take too long to play each turn. Two, sometimes they are unrealistic in feel (obviously a personal bias). Three, playing a big scenario has always resulted in my opponent(s) burning out and slowing play, or just giving up after a few turns. Waiting2

I'm not a hater. Just a realist. Angel
I do understand that some players don't see the scale that is CS. Others want so numerous an amount of units that losses do not matter as much.
Whatever. Tempted
Fit it to scale and I might try one as a team game. But, a lot of #3 above occurs even during team play.
And, designed as a team game is often not done with larger scenarios.

Drink Smoke

HSL
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11-02-2014, 09:27 PM,
#3
RE: Night turns in large (long) scenarios?
HSL:

Thank you for explaining your view on all things inadequate, unworthy, and inherent to large scenarios.

Also, thanks for explaining that a turn is 10 minutes.

Have I given offense lately?
I don't believe I have.
I wasn't asking you to play.

You take care of yourself HSL.
Nice to hear from you.

Regards,

Dan
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11-02-2014, 10:16 PM,
#4
RE: Night turns in large (long) scenarios?
Ed:

Let's try this again.
I'll email you, sorry if I over reacted, I hope you and yours are doing well.

Regards,

Dan
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11-03-2014, 04:41 AM,
#5
RE: Night turns in large (long) scenarios?
LOL! Timeout
I looked my post over and it did not look like I was "picking" on you. Idea2
I just like the scale of CS and would like it preserved. I am not a big fan of large scenarios except as team games. If the developers could make night into day and day into night work that would be wonderful. Too much "shoe horn-ing" at the moment.

Nothing personal. Truly. Thank you 3

Buds

HSL
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11-03-2014, 11:26 AM, (This post was last modified: 11-03-2014, 11:28 AM by Jason Petho.)
#6
RE: Night turns in large (long) scenarios?
(11-03-2014, 04:41 AM)Herr Straße Laufer Wrote: If the developers could make night into day and day into night work that would be wonderful.

I believe 2.02 has that capability.

For as many days/nights as one would want.

You can also change the visibility on a turn by turn basis, if the designer so chooses.

I use that to transition from daytime to nighttime.

Jason Petho
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11-04-2014, 09:36 AM,
#7
RE: Night turns in large (long) scenarios?
Excellent!
Good stuff!

HSL
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