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General Forums => Wishlist => Topic started by: Tinkles on September 27, 2013, 11:05:52 PM

Title: The 12 hour rule
Post by: Tinkles on September 27, 2013, 11:05:52 PM
Gentlemen and Lady folk I bring up this topic once again.

 -12 hour rule shortened to 1 hour

 -You can only switch to a lower populated side (For free)   If you want to switch to a higher populated side, you pay 2 perks per player more than your current side has.

Example: Your a Knight and your side have 100 online, you want to go Rook and they have 120 online. So you pay 40 perks to go Rook.

 -If you switch Rooks and go Bishop within 1 hour.  No "text" abilities for 30 mins (for you anti-spy folk).   Perhaps also make it so they are unable to earn perks for 30 minutes? (Unsure of the latter.}  Note: This would ONLY be if you switches sides, then switched sides again within 1 hour.   If you switched sides JUST ONCE, then no penalties.



Thanks for reading. Tune in again when this topic comes back around next week.    :D

Tinkles

<<S>>

 :airplane:



Title: Re: The 12 hour rule
Post by: Crash Orange on September 27, 2013, 11:34:35 PM
+ 1  :aok

Also, switches are free (or if we keep the %$#@ 12-hour rule, the 12 hours are deemed up) when re-entering the arena after the war has been won.
Title: Re: The 12 hour rule
Post by: waystin2 on September 28, 2013, 12:13:38 AM
Lengthen it.  -1
Title: Re: The 12 hour rule
Post by: Tinkles on September 28, 2013, 12:28:22 AM
Lengthen it.  -1

Suggestions are always appreciated. Just giving an opinion without staying your defense is quite unproductive to the discussion.

Tinkles

<<S>>
Title: Re: The 12 hour rule
Post by: chaser on September 28, 2013, 12:47:19 AM
Just drop it back down to 1 hour with no penalties for side switching. There's already a penalty for switching to the higher number side in the form of expensive perk planes and making next to no perks for kills.
Title: Re: The 12 hour rule
Post by: VonMessa on September 28, 2013, 04:02:04 AM
Lengthen it.  -1

Have you been out in the woodshed again?

Title: Re: The 12 hour rule
Post by: Arlo on September 28, 2013, 05:34:35 AM
Suggestions are always appreciated. Just giving an opinion without staying your defense is quite unproductive to the discussion.

Tinkles

<<S>>

So ... if I just say +1 ......  :huh

+1
Title: Re: The 12 hour rule
Post by: waystin2 on September 28, 2013, 06:04:39 AM
So ... if I just say +1 ......  :huh

+1

Good point Arlo.

+1 :D
Title: Re: The 12 hour rule
Post by: Latrobe on September 28, 2013, 06:56:46 AM
+1 for reducing 12 hour rule. It doesn't really need to be that long.
Title: Re: The 12 hour rule
Post by: mbailey on September 28, 2013, 07:05:00 AM
Suggestions are always appreciated. Just giving an opinion without staying your defense is quite unproductive to the discussion.

Tinkles

<<S>>

Actually why does he have to give a defense.....I understood his answer just fine


oh yea and to the OP     +1     :D
Title: Re: The 12 hour rule
Post by: Fish42 on September 28, 2013, 07:09:17 AM
+1 for reducing 12 hour rule. It doesn't really need to be that long.

-1, I have always thought there should be no penalty for switching to find a fight, but after the crap I saw today, where a whole squad swapped to the side with the highest numbers to fight a mission they had taken off with... yeah no. After that there should be higher penalties.

Title: Re: The 12 hour rule
Post by: asterix on September 28, 2013, 07:28:44 AM
-1 for 1h, but I would have nothing against trying with 2-3h.
Title: Re: The 12 hour rule
Post by: thndregg on September 28, 2013, 09:22:42 AM
This subject has been beat to death for years...

Reminds me of something Bill Cosby said: "I don't know the key to success, but the key to failure is trying to please everybody."
Title: Re: The 12 hour rule
Post by: Tracerfi on September 28, 2013, 12:04:06 PM
-1, I have always thought there should be no penalty for switching to find a fight, but after the crap I saw today, where a whole squad swapped to the side with the highest numbers to fight a mission they had taken off with... yeah no. After that there should be higher penalties.


you mean the gun fighters?
Title: Re: The 12 hour rule
Post by: LCADolby on September 28, 2013, 12:04:33 PM
Please shorten the 12 hour rule!
Title: Re: The 12 hour rule
Post by: Volron on September 28, 2013, 12:10:47 PM
Yes please.  At least to 4 hours if not 1. :aok
Title: Re: The 12 hour rule
Post by: Delirium on September 28, 2013, 12:23:53 PM
Reminds me of something Bill Cosby said: "I don't know the key to success, but the key to failure is trying to please everybody."

In this case that quote should read, "I don't know the key to success, but the key to failure is to only please the paranoid chess piece minded morons that are too afraid of their CVs and NOE missions being discovered instead of pleasing those that log on for a fight."

(not aimed at you, ThundrrEgg, but the above does resemble some of the community)

Title: Re: The 12 hour rule
Post by: Volron on September 28, 2013, 12:27:34 PM
In this case that quote should read, "I don't know the key to success, but the key to failure is to only please the paranoid chess piece minded morons that are too afraid of their CVs and NOE missions being discovered instead of pleasing those that log on for a fight."

(not aimed at you, ThundrrEgg, but the above does resemble some of the community)



Only a spy would say something like that.... :noid




 :lol
Title: Re: The 12 hour rule
Post by: waystin2 on September 28, 2013, 01:09:49 PM
In this case that quote should read, "I don't know the key to success, but the key to failure is to only please the paranoid chess piece minded morons that are too afraid of their CVs and NOE missions being discovered instead of pleasing those that log on for a fight."

(not aimed at you, ThundrrEgg, but the above does resemble some of the community)



Hello Del,

Since myself and Fish are the only ones that have posted against this I am assuming you are referring to us.  We do not launch NOE missions, we do not hold CV's back from the action, and we never shy from a fight.  However, when we start a fight with the higher number side and other Knights up next to us, I would expect them to be there for a bit.  Not switch to the higher number side and join that red horde and be waiting for us as we come back on second and third sorties. All about the fight in this situation?  I think not. All about safety in numbers disguised as finding a fight?  Yep.

 :salute

Way

Title: Re: The 12 hour rule
Post by: gyrene81 on September 28, 2013, 01:13:10 PM
meh, i'd rather have a system where i could see how many people are on each chess piece before i log into the arena, and be able to make a side choice at that time.


then again, i don't change teams...  :D
Title: Re: The 12 hour rule
Post by: bozon on September 28, 2013, 01:13:49 PM
+1 except for the 30 min text squelching part.

Spies can communicate in other ways with the squadrons anyway. If I switch, I will do so for getting into quick fights on the side of the underpopulated country - being muted during much of the time is not fun.

I suppose that the perk cost for switching to the more populated country is to prevent people from jumping on the band wagon to win the rest perks? Or perhaps to generally direct the player movements into the less populated countries? We can argue the exact costs, but I think it is worth looking into.
Title: Re: The 12 hour rule
Post by: ink on September 28, 2013, 01:27:32 PM
yes please. :aok
Title: Re: The 12 hour rule
Post by: Tinkles on September 28, 2013, 02:29:29 PM
+1 except for the 30 min text squelching part.

Spies can communicate in other ways with the squadrons anyway. If I switch, I will do so for getting into quick fights on the side of the underpopulated country - being muted during much of the time is not fun.  It's for those who don't understand ventrillo, teamspeak or skype  And to satisfy those "There is a SPAI!" peoplez. :)

I suppose that the perk cost for switching to the more populated country is to prevent people from jumping on the band wagon to win the rest perks? Or perhaps to generally direct the player movements into the less populated countries? We can argue the exact costs, but I think it is worth looking into.   Currently I think you have to be on the winning side at least 12 hours (maybe more) before you can be awarded any 'war win' points. Which I think should stay.



Title: Re: The 12 hour rule
Post by: TDeacon on September 29, 2013, 09:44:52 AM
meh, i'd rather have a system where i could see how many people are on each chess piece before i log into the arena, and be able to make a side choice at that time.
<snip>

You essentially already have this (when you check the Roster).  MH
Title: Re: The 12 hour rule
Post by: SlipKnt on September 29, 2013, 11:35:41 AM
-1 for the perks

-1 for the 1 hour rule in LW

+1 for the 1 hour rule in EW & MW


I don't understand why there would be a discussion about any squad switching to another country.  I am pretty sure that if the Gunfighters switched sides for ANY reason, it is something they would have discussed and even voted on in their own forums.  In fact, I don't really believe they would switch to a higher number side just because they would have numbers.  They would switch sides to fly with other squads they know. 

Realistically, I think the system is good to go as is.  Pretty sure this topic has been raked over the coals for some time.  Always good to see what others thoughts are.

 :rock 
Title: Re: The 12 hour rule
Post by: gyrene81 on September 29, 2013, 01:14:25 PM
You essentially already have this (when you check the Roster).  MH
you have to log into the arena first then wait for the roster to update. it would be better to be able to see how many are on each side (right click menu or something) before you actually enter the arena.
Title: Re: The 12 hour rule
Post by: bustr on September 29, 2013, 09:22:00 PM
Everyone can logically say that each player right now knows they can switch sides at will in a given moment. And that being so, the fact that under the 12 hour rule we don't see lots of players switching at one time, to say the rooks when they are steam rolling. Or to the side where the muppets are the dominant furball force wielding the pain stick.

They don't because 12 hours makes you have to stay there long past the original short term low impulse control reason justifying the country jump. There exists no easy pain free back out when the reason is over with. I suspect with side switching at will or 1 or even 2 hours, we would have had a completely different name today than vTards for 30 NOE guys magically showing up in different countries just in time to take advantage of things they spent the last 15 minutes arranging to jump countries and take advantage of.

The rule is probably not as much for the 20% who jumping for any reason to get at fights is meaningless. I know Waystin and Fish will disagree. It's for the 80% who would do it for greed, cheating like a described with the vTard example, to avoid pain, and to be with the winning team of a moment. Knowing it was at will or even 1 or 2 hours would enable the worst urges of players to rule the arena visa hoard since whizzing down your back is just as important as wining the war. 12 hours takes the place of having an army of human referees on staff to perform manual side balancing and or personal player discipline.

But, if that's what you guys really want. HTC, I have a bit of free time these days. And my wife swears I don't like anyone. Give me a list of rules and I will evenly impose them like the Borg assimilating a planet.

Title: Re: The 12 hour rule
Post by: Arlo on September 29, 2013, 09:48:22 PM
Knowing it was at will or even 1 or 2 hours would enable the worst urges of players to rule the arena visa hoard since whizzing down your back is just as important as wining the war. 12 hours takes the place of having an army of human referees on staff to perform manual side balancing and or personal player discipline.

It also allows those with the 'best' of urges to act on them. AAMOF, no time limit whatsoever would give my squad the freedom to play balance keepers on a regular basis. We're pretty decent strength now but I don't venture we would ever get past the 32 player limit (which we find historically comfortable). That right there is disregard for horde mentality. HTC probably has more of a human army of volunteers (no need to staff) than you realize. It doesn't require discipline .... just character and a realistic sense of what real fun is.

And yes, I realize we've seen the worst, hence the rule. But I've seen the best, as well.  And who ever said things had to constantly be perfectly balanced? This ain't Japanese baseball. :D

 :salute :cheers:
Title: Re: The 12 hour rule
Post by: bustr on September 29, 2013, 11:49:31 PM
No, this is Hitech's payroll and his mortgage.

And Arlo you are arguing as a 20%er which is meaningless to why 12 hours exists except on the rare occasion a group like the AOM or other ACM Acolytes will get bored and decided to greif all 3 countries for entertainment switching at will or once an hour as a group. The vTards were all 80%ers when they created the new AH term for evil deweebery while staying bish the whole time. You are making the same mistake others do when trying to sell Hitech their latetest bestest world winning game change. It's only from their point of view for their personal pleasure.

Once you know you can evade the consequences of poor decisions, there is not much point to making good decisions anymore. 12 hours is Hitech imposed impulse control. Once you make a bad decision now, you get stuck with it until tomorrow. Players will not feel tomorrow as they did today because the environment will be different. Other than arguing with Hitech, "at will" or very small time waits, is players valuing their momentary passions right or wrong over his game's stability.

The community never policed the vTards. They just ran their course over two years while we created a new game curse word to describe our displeasure. Jump at will, or, a short wait time, will open a grief window that we won't be able to police other than whine at Hitech to do something like we whined about the vTards. All the while a new vogue for quickly gaming the game will be in force. We both know when a window is opened in this game. The worst that can possibly be done with it happens as quickly as possible with the excuse: "if Hitech didn't want us to do this he wouldn't have opened this window". Under the only rule governing the MA: No rules.

Funny thing about 80%ers. They feel more comfortable with certainty and things they can depend on. It's why so many of them form squads and fierce country loyalties in our game. Whizzing on the 80% because the 20% are bored is a formula to make the 80% find another game. You can always get more 20% if you have setup your margins right. Very often in the real world the 20% are only loyal to themselves and not being bored.
Title: Re: The 12 hour rule
Post by: Crash Orange on September 30, 2013, 03:52:08 AM
It's for the 80% who would do it for greed, cheating like a described with the vTard example

You're full of crap, bustr. We never switched sides for anything less than a full month and certainly never did anything that could remotely be described as cheating. We did have a lot of haters cheat against us, for instance, pinheads like Junky II and Assi switching sides to follow us around from tower to tower and report back to you or someone else in the other countries about where we were going and what we were planning. But we never sank to the level your equally horde-y but much less effective squad did in that regard.

I do take some satisfaction, as well as considerable amusement, from the fact that more than 6 months after we broke up you're still so butthurt over the whuppin's we handed out in the MA, you have to come to the forums and tell lies about us and invoke our name as a curse.  
Title: Re: The 12 hour rule
Post by: save on September 30, 2013, 06:30:44 AM
+1 on change down time, in some fps games you  are not allowed to move to winning side, something like that could be smart to implement.
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 08:10:14 AM
No, this is Hitech's payroll and his mortgage.

You misunderstand. There are players that just plain want to switch sides to the underdog if the fight they are currently in is a 10 to 1 odds bore-fest. That doesn't require compensation or incentive from Dale and company at all. When a player is a member of a squadron who are like-minded in this regard then the natural balancing factor is magnified. However, a squadron full of underdog champions may quite often run into not being able to shift as a group on rare non-squad nights where they all happened to be available for impromptu play together and one or more of them have already done it one direction already. Yes, there are players who think joining a horde is the thing to do, and will. We've all seen it. But I'm not sure everyone sees the players who jump the other direction (for completely selfish boredom-fighting reasons as you point out later).

And Arlo you are arguing as a 20%er which is meaningless to why 12 hours exists except on the rare occasion a group like the AOM or other ACM Acolytes will get bored and decided to greif all 3 countries for entertainment switching at will or once an hour as a group. The vTards were all 80%ers when they created the new AH term for evil deweebery while staying bish the whole time. You are making the same mistake others do when trying to sell Hitech their latetest bestest world winning game change. It's only from their point of view for their personal pleasure.

Stop (please). I've backed you quite often on this forum because I appreciated your candid pov. I've done nothing to deserve any sort of condescending attitude from you. Kay? This is no 'latest bestest sell to Hitech.' This is my opinion that the only way we can tell if the community has grown-up enough to deserve a chance to see if the players can somewhat do the logical thing without a warden or a baby-sitter is to once again try it. If your opinion of the community, as a whole, proves itself true and overwhelms my opinion, in part or whole, then it'll be the obvious reminder you anticipate. Then perhaps the 12 hour switch vs. reduction or elimination argument will actually die for a little bit and other player's 'latest and bestest' ideas will suffer less foolish distraction.

The community never policed the vTards. They just ran their course over two years while we created a new game curse word to describe our displeasure. Jump at will, or, a short wait time, will open a grief window that we won't be able to police other than whine at Hitech to do something like we whined about the vTards. All the while a new vogue for quickly gaming the game will be in force. We both know when a window is opened in this game. The worst that can possibly be done with it happens as quickly as possible with the excuse: "if Hitech didn't want us to do this he wouldn't have opened this window". Under the only rule governing the MA: No rules.

I'm not into the community taking on the role of 'behavior police.' I'm not much sure HT and company are, but that's presumptive opinion. I didn't think you were, either. I've seen worse things than shifting odds at a moments notice. I do believe I've also hinted that I (and most of my squadies/friends in the game) see shifting odds as an opportunity and not a disaster. Shifting the other direction (the underdog) is pretty much a guarantee that you will experience more fight and less boredom. And yes, it can be a case of being a situation that a player or even a squadron of players can't always be 'win' ..... but .... there are those times where a squad shifts and they get their moment of virtual glory literally 'against all odds.' May seem impractical to you. May be impractical, in fact. But, like I said in another post - this ain't Japanese baseball. Sometimes the fun really is in an environment where you're facing 'bad odds.' Even with the 12 hour shift block, Dale has never once promised a player in this game 'fair odds.' That's not a practical promise no matter what artificial/automated 'referee' is invented/implemented.

Funny thing about 80%ers. They feel more comfortable with certainty and things they can depend on. It's why so many of them form squads and fierce country loyalties in our game. Whizzing on the 80% because the 20% are bored is a formula to make the 80% find another game. You can always get more 20% if you have setup your margins right. Very often in the real world the 20% are only loyal to themselves and not being bored.

Sorry, I'm not really getting this. We're gonna lose 80% of the player base if we pizz 'em off? Squads are bad (even the ones that don't suffer chess piece fanaticism)? Only 20% of any game community is loyal to the game but they're not really loyal to the game, they're really selfish prigs?

Even so, thanks Buster, for your time and consideration.  ;) :D :salute :cheers:
Title: Re: The 12 hour rule
Post by: hammer on September 30, 2013, 08:16:44 AM
Reduce the time for switching countries to a couple of hours and ensure there is no benefit to switching to a side that is steamrolling a map. Then, ensure people are aware there is no benefit for changing through a pop-up message in the O'Club. For example, "You will not receive perk points for winning the map unless you were on the winning side for the last 12 hours. Are you sure you want to change?" That would, hopefully, prevent mass defections when it appears the end is near. It might also be nice to see the perk multipliers for the various countries at the time you are changing. That might help people see the benefits of fighting for the lower numbered side.

Regards,

Hammer
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 08:19:51 AM
Reduce the time for switching countries to a couple of hours and ensure there is no benefit to switching to a side that is steamrolling a map. Then, ensure people are aware there is no benefit for changing through a pop-up message in the O'Club. For example, "You will not receive perk points for winning the map unless you were on the winning side for the last 12 hours. Are you sure you want to change?" That would, hopefully, prevent mass defections when it appears the end is near. It might also be nice to see the perk multipliers for the various countries at the time you are changing. That might help people see the benefits of fighting for the lower numbered side.

Regards,

Hammer

Simple yet (potentially) effective. I'm of a mind that I like this idea.  :aok
Title: Re: The 12 hour rule
Post by: VonMessa on September 30, 2013, 10:19:49 AM
Simple yet (potentially) effective. I'm of a mind that I like this idea.  :aok

As am I.
Title: Re: The 12 hour rule
Post by: Tinkles on September 30, 2013, 10:24:52 AM
As am I.
Here, here!   :cheers:

 :P

Tinkles

<<S>>
Title: Re: The 12 hour rule
Post by: waystin2 on September 30, 2013, 11:04:18 AM
Still out behind the woodshed with this idea.  -1 

Does not address the issue.  It was never about preventing perk farming by switching.  It should be a limitation on switching to the higher numbered side joining a horde to jump an incoming attack that you lifted with then bailed mid-flight to get altitude on the planes that you lifted with in the first place.  Absolute crap behavior, and no I was not referring to the Gunfighters.  Was referring to several folks that are in the "all about the fight" crowd. 
Title: Re: The 12 hour rule
Post by: Debrody on September 30, 2013, 11:07:23 AM
Disable side switching at all. If you wanna play under an other country, get an other account. Spyes must pay for being such an aholes!
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 11:09:03 AM
It should be a limitation on switching to the higher numbered side joining a horde to jump an incoming attack that you lifted with then bailed mid-flight to get altitude on the planes that you lifted with in the first place.

 :headscratch:
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 11:10:21 AM
Disable side switching at all. If you wanna play under an other country, get an other account. Spyes must pay for being such an aholes!

Please .... please please .... admit this was sarcastic and not serious at all.   :cool:
Title: Re: The 12 hour rule
Post by: Triton28 on September 30, 2013, 11:16:57 AM
Still out behind the woodshed with this idea.  -1 

Does not address the issue.  It was never about preventing perk farming by switching.  It should be a limitation on switching to the higher numbered side joining a horde to jump an incoming attack that you lifted with then bailed mid-flight to get altitude on the planes that you lifted with in the first place.  Absolute crap behavior, and no I was not referring to the Gunfighters.  Was referring to several folks that are in the "all about the fight" crowd. 

If you had some guys do that, I would suggest that they either A) don't like you/your squad, or B) thought your side was actually the horde and switched for that reason.

Either way, lengthening the time between side switching is not going to prevent people from deciding to do such a thing.  Shortening the time limit to 2-4 hours and restricting a switch the most heavily populated side seems like a good compromise for everyone.
Title: Re: The 12 hour rule
Post by: Debrody on September 30, 2013, 11:17:08 AM
Please .... please please .... admit this was sarcastic and not serious at all.   :cool:
Pretty damn serious. Why on earth would one switch sides? To join the horde and get the free perks, eh? No soup for you, horde lemming. Raise the 12 hour, please, at least to once a month, but better disable side switching at all. Stupid dweebish score'hore scum, slimebag spies, that is.

Edit: all those former side switchers should be punished, banned from the game. With Lusche on the lead.
Title: Re: The 12 hour rule
Post by: Delirium on September 30, 2013, 11:22:11 AM
Hello Del,

Since myself and Fish are the only ones that have posted against this I am assuming you are referring to us. 

I wasn't referring to you at all, but there has been countless others that have promoted the belief that 'spiez' are the reason the 12 hour rule exists. I didn't want to mention anyone by name as I was derisive enough as it was. No offense intended, Waystatin.  :angel:
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 11:48:05 AM
Pretty damn serious. Why on earth would one switch sides? To join the horde and get the free perks, eh? No soup for you, horde lemming. Raise the 12 hour, please, at least to once a month, but better disable side switching at all. Stupid dweebish score'hore scum, slimebag spies, that is.

Edit: all those former side switchers should be punished, banned from the game. With Lusche on the lead.

Waaaaaay too serious. To the point of ludicrous. Sorry, mate.

(http://www.reactiongifs.com/wp-content/gallery/no/jake-no.gif)
Title: Re: The 12 hour rule
Post by: Debrody on September 30, 2013, 12:18:47 PM
Waaaaaay too serious. To the point of ludicrous. Sorry, mate.

(http://www.reactiongifs.com/wp-content/gallery/no/jake-no.gif)
Been asking for the changing of this pointless rule since it came in, at least 20 times. Nothing have ever changed. What on earth can i do?
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 12:43:05 PM
Been asking for the changing of this pointless rule since it came in, at least 20 times. Nothing have ever changed. What on earth can i do?

(http://www.reactiongifs.com/wp-content/uploads/2013/09/oh-stop-u.gif)
Title: Re: The 12 hour rule
Post by: Debrody on September 30, 2013, 12:56:16 PM
(http://www.reactiongifs.com/wp-content/uploads/2013/09/oh-stop-u.gif)
be a homie? err, rather not, thanks
Title: Re: The 12 hour rule
Post by: Arlo on September 30, 2013, 12:58:30 PM
be a homie? err, rather not, thanks

(http://www.disabledonline.com/community/file/pic/photo/2011/07/rainey-get-over-it-56ohb9xzb-102606-500-400-401.jpg)

(http://img.photobucket.com/albums/v518/alphadf/fotoblog/get-over-it.jpg)

Title: Re: The 12 hour rule
Post by: waystin2 on September 30, 2013, 12:59:38 PM
  Shortening the time limit to 2-4 hours and restricting a switch the most heavily populated side seems like a good compromise for everyone.

This actually seems like a better compromise.  Hell I don't even care about switching with no time limit.  Forced switching only to the least populated countries makes sense. 
Title: Re: The 12 hour rule
Post by: gyrene81 on September 30, 2013, 01:00:24 PM
 :rofl   :lol   :rofl   :lol  good one Arlo...  :aok
Title: Re: The 12 hour rule
Post by: waystin2 on September 30, 2013, 01:00:53 PM
I wasn't referring to you at all, but there has been countless others that have promoted the belief that 'spiez' are the reason the 12 hour rule exists. I didn't want to mention anyone by name as I was derisive enough as it was. No offense intended, Waystatin.  :angel:

CC.  No worries Sir.

 :salute

Way
Title: Re: The 12 hour rule
Post by: SPKmes on September 30, 2013, 02:33:31 PM
Perhaps they can make it dynamic.... 4-6 hours during primetime and whittling down to an hour even half an hour when numbers get really low...
obviously changing to the less populated side also... keeping in mind that the low number side can sometimes be the hordeing side....I have changed on many occasion only to find this to be the case...and when the numbers are below 60 with only half of this number in flight it can be very very booorrriiinnng....

I wanted to be an excavator when I growed up not a steamroller
Title: Re: The 12 hour rule
Post by: Bruv119 on October 01, 2013, 02:52:56 PM
 :salute  maura stuard.

Title: Re: The 12 hour rule
Post by: scott66 on October 01, 2013, 07:56:36 PM
-1