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Dominique
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Bonn, Germany
May 1999 time: 05:13
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A
Normally, being a big fan of felexibility, I'd say "O", but in games like these it's a fact that if there is such an option, you will use it to get the maximum effect - which in the end can kill the fun. Not having the option at all reduces the risk considerably.
And I propose that even the .txt files are compiled in a way to encrypt the values so there's still something to be explored with every new scenario. Leaving them readable is kinda like giving out cheat codes with the game: Everyone knows they spoil the fun, but few can resist...
[This message has been edited by Dominique (edited June 07, 1999).]
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Druid2
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Dallas,TX
May 1999 time: 05:13
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O
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Hrafnkell
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Reykjavik, Iceland
May 1999 time: 05:13
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O, leaning towards A. I think we should try to have as few numbers as possible in the game, but we should have .txt files showing All numbers/formulas for those who want to study them.
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Rebel
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Athens Ohio, USA
May 1999 time: 05:13
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Agree with hfrankel, it's hard to resist tweaking the values.
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manurein
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Paris, France
May 1999 time: 05:13
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I'm not particularly A, O or N.
All I know is the way we're heading, the computings will be so complex that the numbers wont be usefull to anybody (I mean : in Civ you can know in how many turns u will have new through looking at the food output in a given city; apparently, the computings for growth in Clash will take into account many more parameters, which are highly interdependant; I'm not sure the player will spend half an hour for each province each turn to calculate this by hand, even if we give him the numbers and the formulas. The same is true for every model, especially because all models will be more or less interlinked).
Moreover, I agree with H and Dom : I personaly prefer to FEEL how to play than to CALCULATE how to play. But the last point is only my very personal opinion, IMO the first point I pointed out is a lot more relevant.
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JimC
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Birmingham, England
May 1999 time: 05:13
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O
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Harun ar Rashid
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Oldenburg, Germany
Apr 1999 time: 05:13
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O,A
I don't like to have numbers representing the value of tiles etc., but I would like to have demographics. The reason is that the player should not be able to realize the effects of his actions at once by calculating terrain values or trade points. In my opinion it would be far more interesting if it took some time until the results of one's decisions become obvious.
So useful demographics would be a nice help to find out what's going on in a civilization. They could even be shown as diagrams.
[This message has been edited by Harun ar Rashid (edited June 09, 1999).]
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F_Smith
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Austin, Tx 78728
May 1999 time: 05:13
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O and A, depending on the stat.
O
For things a leader would know, like # of soldiers, pop, etc, the players must have the option to know the real numbers.
A
But for the 'abstract' stats (morale, training level, etc) the player should not have access to the real numbers.
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Kanzid Stonebreath
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Macclesfield, Cheshire, England.
Apr 1999 time: 05:13
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O or N
I agree that numbers can mean that you do alot of micromanaging but instead do all the calculations for people. Also even if the numbers are hidden people will either hack, or just use trial and improvement to work out the numbers, Fe. in SMAC the supposed numbers it gives you in combat are wrong so someone went through and ran a large number of tests.
So I say O or people will get frustrated as they must find them themselves
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Mikael
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Rio de Janeiro
Jan 1970 time: 05:13
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O.
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A bis
The player should have access to Numbers only when the civ has the tech and bureaucracy to provide Numbers. Populations and economic figures for cities, sectors, provinces etc vague and possibly inaccurate.
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