Navalism 2 Poll

Started by P3D, March 01, 2007, 02:28:15 PM

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What do you want to do in ver 2.0?

Just continue the old one with tweaks.
4 (22.2%)
Old one with major changes (world, rules)
3 (16.7%)
New world with the possibility to transfer Navalism 1.0 countries
8 (44.4%)
Complete restart
3 (16.7%)

Total Members Voted: 15

P3D

I think we should make a vote what we really want to do.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

Borys

Ahoj!
Teehee - great minds thinking alike - I was making a poll at the same time you were, but in my yes/no style.
The thing which I would like to preserve most is the STORYLINE. Which is set in a geographic context, i.e. the world, and in a certain "reality", the ruleset.

Borys

P3D

I deleted the other poll to avoid confusion.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

swamphen

Note that a reboot would actually create Navalism 3.0.  ;)

Ithekro

I liked most of what we had done, and would hate to loose a lot of the material we created.  The major player changes, if we follow the enlarged planet model, would be the Pacific players and stories that had to cross that distance.  The more localized Asian conflicts could be maintianed and the localized American conflicts could remain.

This could also allow for a redistribution of population, which has been mentioned as being too high, into new lands in the Pacific, and to possible new lands to the north or south, as the world is still a sphere even if it is a few times large, thus the poles are farther away from South America, Africa, Russia, Scandinavia, and Canada.

Maintaining what we have in terms of existing lands makes the reconstruction a little easier as we will have a constant to work from.  Also the international relations, navies, and stories should also be about the same so we have a good framework to start from.  Also it gives us a thread of real history to fall back on, thus making this less difficult.   I did say before I threw Rohan at people that going for a non-historical world is a lot of work, and I think we proved it.  However it can also be fun.

I also think I have the most files to move....ew.

swamphen

Well as I mentioned in the other thread, I wouldn't object to the DKB being ported over, but I'd prefer to hand it off to another player and start afresh myself, with a more isolated/isolationist (yet heavily armed - "speak softly" etc.) nation that isn't quite as 'high maintainance' for me as a player (less effort needed = less likely to burn out).


maddox

It seems we all have the idea that the rules need a bit of work.  And that the world needs more possibilities.

Earl822

I'd prefer not to have my UKA a second time round, there is in my opinion more fun to be had with an empire, even if it is a pathetic one.

Borys

#8
Ahoj!
Those who feel constrained by their geography in the old setting:
- switch countries - Earl, take the Netherlands?
- with a little creativity New Swiss land hunger, UKA craving for far flung holdings etc. can be accomodated on the existing map. Who else is unhappy and why?

BTW - my research for the "new world" unearthed an Ithekro's missed opportunity - until 1880 the Mapuche/Araucanian were independent. With Rohan's Monroesque "hands off the brownies" policy, a Rohanian protectorate there would be IMO highly appropriate

Borys

Earl822

I'd personally like to have a small British empire based in the North Atlantic, with some of the North American Eastern Seaboard, the UK, Newfoundland, Ireland, Iceland, and Denmark. With maybe Jamaica, and a couple of small African Possestions, and a little bit of Canada.

I'm flexible though, it just happens I came up with this particular wacky idea about a month back.

Borys

Ahoj!
I have a secret plan how to your wishes could be accomodated.
Borys

Earl822

My proposed nation also provides for a way to remove the Essaylien problem, and simplify the history of the Norman World.

The Rock Doctor

My preferences for possibly re-joining the sim are, in order, 1, 2, 3, and 4.  Handy, eh?

Option 1 would require little additional work on my part; the pieces are there, it's more a matter of ensuring that the rules and operation of the sim are compatible with my preferred way of playing.

Options 2 and 3 are not out of the question, but if I'm retaining Gran Colombia's history and characterization, then I either have to ret-con to fit a new world, or cope with some "Whoops, There It Is" deus ex machina.  I'm not super fond of either, but I suppose agreeing to it in advance is less objectionable than having it imposed on me during play.

Option 4 probably is out of the question unless I can devise a nation/culture that by nature requires little up-front work. 

Desertfox

We could go with a combination of the first 3. With some countries remaining pretty much the same (Gran Columbia) and some changing alot (UKA).
"We don't run from the end of the world. We CHARGE!" Schlock

http://www.schlockmercenary.com/d/20090102.html

swamphen

...doesn't that pretty much describe door number three?
:P