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Starting A Multi-Player GC (Scn #1)

 
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Starting A Multi-Player GC (Scn #1) - 10/9/2011 1:16:39 AM   
Rugens

 

Posts: 213
Joined: 9/23/2000
From: Hoosierland
Status: offline
Hello all. Would like to start a multi-player Grand Campaign (Scenario #01).

It looks like we have two Allied players and one Japanese player interested.

Allied #1 - PresterJohn
Allied #2 - grisouille
Allied #3 - *** Open ***

Japanese #1 - Carl Rugenstein
Japanese #2 - *** Open ***
Japanese #3 - *** Open ***

Please post if you are interested. My only request is that if you sign up, please consider that there will be five other people counting on you so please make sure you are in it for the long haul if you do choose to join. My largest frustration with the PBEM games I've been in is that an individual chooses to play a bit aggressively and then big surprise looses some carriers and decides to quit becasue it's just no fun for them anymore. My desire is that we should all have fun and enjoyment for a very long time.

My thanks to grisouille for writing up the options below. They seem a good starting point. As others join please feel free to comment. For myself the only one I've a question on out of my own ignorance is the last condition regarding altitudes. Would be thankful for education & opinion on it.

Since this is my first multi-player pbem would also be grateful for guidence from those that have tread this path before.



Allied damage control : on
Player defines upgrades : as you wxant
Historical first tuen : on
December 7 surprise : on
Reliable usn torpedo : off
Realistic R&D : on
No unit withdrawals off

Home rules :
1. China Bombing
No strategic bombing in china till 44
2. POLITICAL POINTS
Permanently Restricted Units must not cross national Borders.
Full PP for transfer of units from restricted HQs
i.e. PP to move out of Kwantung/Manchuko, India & China.
No switching land unit to air HQs etc. to do this cheaply
Full PP to transfer units from restricted HQs to allow movement across
borders.
Thai forces can not move out of 3 hexes of their national frontier.
3. INVASIONS / LAND COMBAT
No airdropping 1 squad via airdrop.
Only allow landings/invasions at dots hexes or bases.
No use of portions of parachute units to seize hex's
No unit fragment to cut off retreat, Units blocking retreats must be of
realistic size (brigade or above).
Only airdrop a unit on a target if it has at least 40 Prep Points on
the target it’s dropped on
4.AIR COMBAT
Maximum mission altitude for fighters resticted to band with maximum
maneuverability.



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“I know that you believe you understand what you think I said, but I'm not sure you realize that what you heard is not what I meant.” - Robert_McCloskey
Post #: 1
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 2:58:31 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
I would be willing to play a part of the Japanese Empire.

(in reply to Rugens)
Post #: 2
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 3:09:01 AM   
montgomeryjlion

 

Posts: 12
Joined: 1/20/2011
Status: offline
I'm up for either side, though would prefer Allies.

(in reply to Dan Nichols)
Post #: 3
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 10:12:29 AM   
Otto Weddingen

 

Posts: 2
Joined: 10/8/2011
Status: offline
than I'm going at last to the Japs side......

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Post #: 4
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 10:42:44 AM   
PresterJohn001


Posts: 382
Joined: 8/11/2009
Status: offline
The altitiude rule limits the height at which planes can fly as the higher aircraft has an advantage, lackign such a rule it becomes common for all aircraft to be flown at their max altitude which is unrealistic.

I'd also suggest a restriction on allied naval 4e bombing, something like no allied 4e naval missions below 6k, except for navy 4e units. (ie no skip bombing from army 4e's).

Need to agree a version to play, i like the beta just fine

(in reply to Otto Weddingen)
Post #: 5
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 10:47:16 AM   
Bill Durrant


Posts: 967
Joined: 9/16/2003
From: Oxfordshire
Status: offline
I would like to join as Allies - I have no experience as Japan but if pushed........

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Post #: 6
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 11:15:06 AM   
PresterJohn001


Posts: 382
Joined: 8/11/2009
Status: offline
Looks like we have all the places provisionally filled now.

(in reply to Bill Durrant)
Post #: 7
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 11:52:29 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
I vote to use the latest beta version of the game.

(in reply to PresterJohn001)
Post #: 8
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 4:01:48 PM   
Otto Weddingen

 

Posts: 2
Joined: 10/8/2011
Status: offline
yes, let's play with the latest beta. In there are many good thinks....(also not special at the latest, in all Beta's meaning)

(in reply to Dan Nichols)
Post #: 9
RE: Starting A Multi-Player GC (Scn #1) - 10/9/2011 4:32:39 PM   
Rugens

 

Posts: 213
Joined: 9/23/2000
From: Hoosierland
Status: offline
If everyone could send me a PM with your name, email address, and country I'll put a list together and email to everybody so we can get into contact and get organized.

Thanks,

Carl

(in reply to Otto Weddingen)
Post #: 10
RE: Starting A Multi-Player GC (Scn #1) - 10/10/2011 1:21:36 PM   
DOCUP


Posts: 3073
Joined: 7/7/2010
Status: offline
Good luck to you all

(in reply to Rugens)
Post #: 11
RE: Starting A Multi-Player GC (Scn #1) - 10/10/2011 1:45:40 PM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
Just a suggestion folks, the biggest single slow down factor in any multiplayers I have done is the wait while people pick up their part of the turn. If you use something like Dropbox to house the turns as opposed to emails you may be able to operate a rule where any of the players of side a (if its their turn) can pick up and do their part then drop the game save unfinished back for another player to pick up and do, only when the third player on the side is done dos the game become saved and the files made available again via dropbox or equivalent to the opposition. It should, in theory, avoid a turn languishing in a player's email inbox when another could be doing their bit.....

Hope that makes sense, email me if you need further help with this idea.

Roger

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Post #: 12
RE: Starting A Multi-Player GC (Scn #1) - 10/15/2011 5:39:46 AM   
Rugens

 

Posts: 213
Joined: 9/23/2000
From: Hoosierland
Status: offline
Hello Roger,

Thank you very much for the help on Dropbox. It will be a great help. Very easy to set up as well.

(in reply to Roger Neilson II)
Post #: 13
RE: Starting A Multi-Player GC (Scn #1) - 10/15/2011 6:07:58 AM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
No worries, hopefully it works as intended and speeds up the game for you all.

Roger

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Post #: 14
RE: Starting A Multi-Player GC (Scn #1) - 10/16/2011 12:52:53 AM   
nashvillen


Posts: 3836
Joined: 7/3/2006
From: Christiana, TN
Status: offline
Please let us know how this works out as I would be interested in doing such a thing sometime and would like to see the dos and don'ts of such an endeavor.

Thanks!

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Post #: 15
RE: Starting A Multi-Player GC (Scn #1) - 10/21/2011 7:38:39 PM   
xnavytc

 

Posts: 243
Joined: 1/28/2010
Status: offline
would love to know how this works out, still playing against the AI always though playing multiplayer would be something to try, and to learn how to do stuff, working with experienced partners. Good luck to all of you.

Tran ET1(SS)

(in reply to nashvillen)
Post #: 16
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