So, as promised, here is the new forum game. Following Shadowood's game, I look at what skills the "Captains" should have to successfully lead their teams.
I will define six "skills" which are important for Captains. Then, you give each Captain a score between 1 and 10 (whole numbers only) in each skill. When the voting is over, I calculate the average result for each skill for each captain. Based on that, I then score your voting cards.
SCORING: For each Captain and each skill, you get 2 points if you voted the whole number closest to the average result for that Captain and skill, and 1 point if you voted the second closest whole number. Any other vote gets 0 points. So, if a specific Captain got an average score of 6,4 for a specific skill, then those voting 6 would get 2 points, while those voting 7 would get 1 point, and everyone else will get 0 points. If the average result is a whole number, let's say 5, then those voting 5 would get 2 points, and both those voting 4 and 6 would get 1 point. It the average result is exactly in the middle between two whole numbers, say 3,5, then those voting 3 and those voting 4 all get 2 points. There are thus a total of 30 skills (six for each Captain) to score points for, for a maximum result of 60 points.
This means that you get points for voting as similar as others as possible. So for a good score, you may want to consider how you believe OTHERS may vote, too, not just your own opinion. Which is why there can be no discussion while the vote is ongoing. Don't worry, you'll have time to discuss and quarrel after the voting is done, but before I post the results
As everyone remembers, these are the 5 captains:
STAN ROGERS
SIR HENRY MORGAN
KART
CHARLES VANE
PHOENIXKNIGHT
They have all sportily agreed to being evaluated. Now: These are all top players, so for the scale of 1 - 10 to make sense, we say the following: Consider a score of 3 to be the average skill of a seasoned player (like those 50 who were drafted). So 1 is not "terrible" (none of these players are terrible in any of these skills), but it means that this is a weak area for that player compared to other experienced players. Even 4 would be above the average of your "ordinary" seasoned player, while a 10 means that the player has truly exceptional skills in this area. This is necessary, since we all know that these players are great players, and not making this specification would only make scores of 7 - 10 meaningful.
So, here are the skills:
PowerThis aspect has to be included. Power is determined by the captain’s size and strength of his voodoo stock, the strength of his fleet, plus his reserves of gc, gold bars and credits. A powerful captain is always able to easily conduct successful raids singlehandedly, and has the voodoo needed for most operations.
Quote: "I am a soldier, I fight where I am told, and I win where I fight" – George S Patton----------------------
MoneymakingGetting the gold flowing in is vital. A good moneymaker obviously makes lots of gold, often in many different ways, and is also able to help his teammates make a lot of gold.
Quote: “Whoever has the gold, makes the rules” – The 'Golden Rule' from “The Wizard of ID”----------------------
TacticsA captain needs to be able to conduct coordinated attacks of many kinds. He must know the tactics available to him, and be able to utilize them to the best of his team. He must also be able to spot new tactics and employ them effectively.
Quote: “Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win” – Sun Tzu----------------------
DiplomacyThis includes knowing how Avonmora works. Who are the important players, how do they think, what do they want? A good diplomat also knows what is going on in almost every guild and nation. He has a network of players he exchanges information with, and he is able to make and break alliances to the maximum benefit of his team.
Quote: “War is the continuation of politics by other means” – Carl von Clausewitz----------------------
NationbuildingTo do this, the captain must be able to conduct and prevent national takeovers. He must be able to fight for ports and control those his team needs. He must also be able to avoid infighting in his nation, and keep its citizens working in more or less the same direction.
Quote: “A house divided against itself cannot stand” – Abraham Lincoln----------------------
MotivatingA very important skill. A captain must be able to recruit new players. He must be able to train them, and keep them in the team. He must be able to make his team work together. A leader and motivator makes sure that each player has a role he or she is comfortable with, and know the strengths and weaknesses of his teammates. Above all, a good motivator makes sure his teammates have fun while playing the game.
Quote: “Ask not what your country can do for you, but what you can do for your country” – J F KennedyTo make it easy for you to vote, I'll post an empty voting table here, so you can copy and paste, and just fill in the numbers:
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STAN ROGERSPower:
Moneymaking:
Tactics:
Diplomacy:
Nationbuilding:
Motivating:
SIR HENRY MORGANPower:
Moneymaking:
Tactics:
Diplomacy:
Nationbuilding:
Motivating:
KARTPower:
Moneymaking:
Tactics:
Diplomacy:
Nationbuilding:
Motivating:
CHARLES VANEPower:
Moneymaking:
Tactics:
Diplomacy:
Nationbuilding:
Motivating:
PHOENIXKNIGHTPower:
Moneymaking:
Tactics:
Diplomacy:
Nationbuilding:
Motivating:
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Once again, I remind you NOT to discuss the game until the voting is over.
And you vote by sending me a message in the game, along with one credit as an entry fee. The voting will end on Sunday 10 AM, server time. That's 50 hours from now.
LET THE GAME BEGIN!