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What game rules mean less MM during play? Mon, 16 January 2012 23:24 Go to previous message
Marduk is currently offline Marduk

 
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Registered: January 2003
Location: Dayton, OH
A lot of people complain they don't have enough time for much micro-management and I've seen plenty of dropouts due to time constraints. So if one wanted a game with as little MM as is reasonable, what kind of rules should there be?

No minefields would obviously be a big one, which pretty much removes SD as a viable PRT. This would however be something of a boon to WM races which I think to be a good thing.

All-enemy games and no-communication games lead to less time required to play, though plenty of people would object to either limitation. Still, in addition to less time spent on turns more of the time spent will be on fighting.

What other game rules might be worth considering? Requiring OBRM as a LRT so no one has to worry about remote miners? That would remove AR as thoroughly as no minefields removes SD; I am not sure I like that, and the amount of MM removed isn't that great. Scanning? All I can think of here is limiting everyone to JoaT, so that scouting becomes a trivial process.

Ideas, thoughts, problems you see?



One out of five dentists recommends occasional random executions to keep the peasants cowed and servile.

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