[Discuss] RE: Late Turn Moves
Anthony Anderson
phoenixsunrise at gmail.com
Thu Mar 8 06:39:42 CET 2007
On 3/7/07, Jamie Cheyfetz <jamie.cheyfetz at gmail.com> wrote:
>
> And to those that say "a good tactical mind" is an OOC advantage -- it
> can be put in IC terms. Your character can be a good tactician. Your
> character cannot be a "late turn mover".
Cookie. Seriously. There's the point that most everyone seems to miss.
Dominic <dham0749 at gmail.com> wrote:
> Everyone seems to be talking as if late-turn "power gaming" (for those of
> that opinion) needs in-game mechanics to prevent... However, as we have seen
> with the scout delays and as many have argued, anything attempted this way
> would simply punish the majority for what some people do.
"Anything" seems rather all-inclusive, doesn't it? There have already been
1 or 2 valid ideas put forth that would not, in fact, punish the majority.
And the people on this list- which includes Tom- are certainly smart enough
to come up with a palatable solution.
If you really consider late turn moves to be bad, why don't you add a
> section in the paragraph about activity in the inalienable rights that would
> say "it is against the rules to order people to do something 'as late in the
> turn as posssible'".
Because mixing IC with OOC is bad, and is frowned upon? Because Tom hates
coming up with strict rules simply for the fact that some rules lawyer will
always try to bend them once they're in place. I can already picture
Generals issuing orders to "login n hours before turn change and move to
Region X", simply to get around any written restrictions.
Game mechanics have always been how changes and fixes are made. It's
generally assumed that if the game lets you do something, it's allowed. If
the game prevents you from doing something, and those mechanics must be
circumvented to perform a certain action, then it's not allowed. When it's
coded, there can't be human loopholes.
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