Koliup wrote:Has anyone tried taming a wild unit before?
Missed this- yes, I've tamed wild units. In my estimation croaking them is likely to be more beneficial to an established side, but at the moment it seems a decent way to get units stronger than what could otherwise be reasonably acquired. Make sure that their stats and abilities are worth the upkeep cost, though.
Kaed wrote:My biggest frustration with this game is that a few of my favorite player(s) have huge turnover times for their replies. I'm still waiting for certain people who will not be named to reply, and I don't want everyone to get out of sync too much again. You're all reaching the stages where you are going to find each other soon and I can no longer use the excuse that no one is near each other anymore to shoot ahead turns.
Yeah, the coming turns are going to be... rough at best, with the need for everything to happen in order and constantly bounce through the GM when players interact with each other. I'm not sure how to ensure that things would go smoothly even under the best of circumstances, and as you note these circumstances are not ideal.
Safaquel wrote:Easy. Make actions of players with 'ahead turns' Fated.
That's wildly impractical, because while fate determines that specific things will
happen, it does not determine how
they happen. When we play through things, we're seeing and controlling the how; there's nothing to stop a player from ordering a field unit home which is fated to be croaked by another player, for example, and nothing reasonable to stop them from following those orders. The units will still croak, but the details of where they croak, what units do it, and how many casualties they inflict on those units are strategically critical and have so many details that declaring them all fated is basically locking the players out of running their sides.