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Ok, the game I signed up for is starting. Don't put me on the list here. I have my one game for now
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09-20-2014, 02:03 PM
(This post was last modified: 09-20-2014, 02:14 PM by Jumpingfist.)
I do like the idea of two mentors in a primeval with teams. Something like East vs West or north vs south. Winner would be if the new folks can get 6 regions between them on their team, mentor regions would not count. That would have some of what I was talking about with allowing a new player to experience more through the mentors turns.
RyVor is this something you would support? 6 player game with two teams of 3. 2 new guys 1 mentor per team.
Personally I think North vs South seems pretty balanced. EL WI DW. vs. GN DE BL. Make both sides Natuaral enemy to the opposite sides team member.
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From what I have read, the Primevil seems like the best game for the newbs. Lots of room to make blunders. Time to learn the orders, time to expand. I don't want to be told what to do every turn, I want to learn and make my own errors and learn from it.
This magic game just seems like the "mentor" would just dictate what to do, and that is not learning.
I played when it cost .22 cents to mail my turn to NC.
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09-20-2014, 04:09 PM
(This post was last modified: 09-20-2014, 04:09 PM by The Broken.)
The Primevil has a mentor, does it not? Some one I can ask questions to, and also bounce ideas off of. With out the pressure of war out of the gate? Or am i missing something?
I played when it cost .22 cents to mail my turn to NC.
Avid forum reader, I have read it all.
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Makes sense
I played when it cost .22 cents to mail my turn to NC.
Avid forum reader, I have read it all.