 |
|
Maquiladora
|
|
The thing about random events is that they can become annoying as hell if the player doesnt feel he can control or affect them some how, or at least i do. Disease related disasters are fine if you can prevent them with buildings, but if you just got so far ahead then an earthquake comes along and kills 10 pop from your capitol its annoying, not fun.
|
|
|  |
 |
|  |
 |
|
Maquiladora
|
|
quote: And how do you want to prevent the damage from vulcanos with buildings Same goes for a Tsunami. |
Thats why i said disease related disasters.
Punishing the leading player in science with an earthquake is just silly and totally unfair. A better thing would be to give drastic pollution increases for the first person to discover a particularly polluting advance, then the next players to discover it get less pollution each time.
So player 1 discovers Industrial Revolution first, he gets the massive increase in pollution from pop and production, then player 2 discovers it next and gets half as much pollution, player 3 a quarter of it etc.
|
|
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
Maq,
Just wanted to say it in my words and I thought maybe yours was a bit short, just wanted to give more details, nothing else 
And no, I didn't mean to say, the leader shall be punished by earthquake, more thinking in the direction of disease myself as mentioned in the examples.
For the pollution:
not sure about. There were countries being the first to invent something and they never used it in such a way which we think nowadays of and therefore not really causing the pollution:
Explosives: Chinese, only used for fireworks till Europeans came over and stole it.
Oil Refinery: Not sure, who invented it, but Oil has been used for quite a while and only when used for 'industrial-scale' purpose it was becoming a problem.
Industries: Same thing, it was just a question of the scale, not the first one inventing it.
Automobile: Invented by Mercedes and Benz, wasn't really any problem at this time, only like ~30 years later it started, when it was getting onto a great scale.
So, then only the player, which reached a certain number of facilities shall be 'punished', but not the one inventing it.
Another nice example: Atomic Energy: I don't think whoever developed it first, knew about the possible problems and pollution out of it.
|
|
|  |
 |
|
Maquiladora
|
|
The same can be said for punishing the leader with diseases, if diseases are included then it should be a fair spread, except if the leader has 2x the population of the 2nd place player. However it would still be an annoying feature to me.
The thing about the tech tree is that however many branches there are, there is still a clear leader. Like there isnt one leader in military branch and another in governments, it just doesnt pay enough to go one way. Thats mostly due to the clear ladder system of governments, where it gives too much benefit for reaching the next gov.
|
|
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
I think I would try it once or twice and back to normal.
But that's just my opinion. I know form other's that they hardly ever use random events as they can be to unbalancing.
|
|
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
What is then the point of having those events at all? If you are being hit, (like vulcano) and you receive at the same time a 'goodie', why even bother about it?
OK, it would add a bit of 'reallity' into it, but still not sure, if it is worth the 'extra' work.
To implement it, some programmers need to change the code in a lot of places, so I am not sure, if it is worth in the moment. There are, at least for me, far more important issues, like AI-improvements, map-creation and similar.
And as CoT said:
quote:
Yes i think its the scale of impact that people are worrying about, not so much that they could be in the game.
|
That is, I think, what most people are really concerned about.
I don't know if you folks know Populos. There you were able to send the disasters by yourself, provided you had enough Mana, that could be a nice feature 
Gilgamensch trying to remember where is his copy so that he could play again
|
|
|  |
 |
|  |
 |
|  |
 |
|
MrBaggins
|
|
I'd say that for the most part, I dislike these ideas.
Random destructive events are counter productive... they annoy the player.
Disease is less annoying, but if its just random, then its something that encourages reloading, even if its avoidable.
How about avoidable, but predictable and (if the situation is bad enough) enevitable disease...
I.E.
As population grows in a city, its pop generate a certain number of disease 'points'. Unhealthy CI's add to this total, and healthy CI's subtract.
The city keeps a running tab (which can't go below zero.)
You'd have levels of disease points that would have effects (which would only happen once each, and only if the total rose, obviously)
125 Penalty to happiness
250 Penalty to food/prod/comm
375 Population loss
500 Penalty to happiness
625 Penalty to food/prod/comm
750 Population loss
875 Penalty to happiness/food/prod/comm
1000 Epidemic
Epidemics can pass disease to other cities via trade routes.
===
Although I've proposed the system... I'm not entirely sure I'd want it in the game... however.
I just wanted to provide some material for you guys to chew on.
|
|
|  |
 |
|
Gilgamensch
|
|
France
Jun 2002 time: 06:34
|
|
But then he would/could be weaker than the human, as he will just take the risk (maybe).
I know that I am dreaming, BUT so long the AI can't compete all the way with the human, I don't really want to see another exploit. This just sounds to unbalancing to me and maybe even again a greater gain for warmongers, which again suits the human better.
|
|
|  |
 |
|
MrBaggins
|
|
I tend to agree. I don't see this as a pressing need at all right now.
|
|
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|