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Willem
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Canada
Dec 2001 time: 00:28
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quote: Originally posted by Wai_Wai
b) The rail station is a city improvement (which cost maintenance). It is available when a city is connected by rail
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Or another option:
The railroads are automatically placed between cities as soon as they build the improvement. With a condition that the rails will only connect those cities that are adjacent to each other. No jumping across your empire, you have to build from city to city.
Last edited by Willem on 28-06-2005 at 08:32
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:28
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quote: Originally posted by Modo44
I see no reason against infinite movement on Rail. |
So you are willing to accept the element of a lousy gameplay design choice that takes away from the player the need to make any kind of deep strategic decision for the sake of brainless fun?
Infinite rails means that a player simply 'blobs' his units, and then when threatenened, sends them instantaneously against any threat. No need to preplan a war, or preplan for the possible threat of being invaded...Just spit out units and react when it occurs.
You already defeat your own argument when you say
quote: Originally posted by Modo44 More importantly, RR-rushes kill the joy late-game of PBEMs, so they must be prevented somehow. |
The advantage of having both unlimited AND infinite movement works both on the side of offense and defense. You may then say that since there is no advantage either way, then why change it? But the limitation makes for a more challenging gameplay choice because it forces a player to make tough choices in deployment. Players simply cannot blob to the extent that they can with unlimited movement, either on offense or defense, because they will have to hold some units in reserve if a secondary threat appears on the opposite side of the map.
I'll take the better gameplay over cheap tactics any day.
I'll go back to my post above...
quote: Originally posted by hexagonian
This is why the combination of the current single unit airlift feature allowed from city to city that have airports (and the forfeiture of all movement points after the unit has landed is a nice touch), and the use of rails as ONLY a 1/5 movement bonus is an ideal solution. |
This solution allows the means to have SOME instantaneous movement feature that many civ3 loyalists crave for their safety crutch, but it is limited in scope because of the forfeiture of movement when the unit is airlifted, as well as the limit of one unit per airport per turn.
A compromise, you can say...
Last edited by hexagonian on 28-06-2005 at 21:18
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Modo44
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in western Poland
Jul 2004 time: 06:28
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quote: Originally posted by hexagonian
So you are willing to accept the element of a lousy gameplay design choice that takes away from the player the need to make any kind of deep strategic decision for the sake of brainless fun?
Infinite rails means that a player simply 'blobs' his units, and then when threatenened, sends them instantaneously against any threat. No need to preplan a war, or preplan for the possible threat of being invaded...Just spit out units and react when it occurs. |
You are wrong. If you "blob" all (or most) units, your border cities are empty, and can be taken. If the enemy has fast-enough units (no Rails, mind you), he can then even move farther into your territory. He can then fortify and show your blob the finger. There goes your argument.
What unlimited RR movement does, and what it should do, is let you react the turn after the invasion. Which is perfectly fine, as demontstrated by German defense during late WWII, where divisions and bigger units were shifted "instantly" (a month or less, I do not know exactly; far less that a Civ turn might be) between fronts. Without unlimited RR, this kind of scrambling would not be possible.
What I would like to see is some kind of delay, before RRs in conquered or liberated territory become functional, so that nobody could rush you that way in one turn. Units have limited movement, so even if someone takes 2 layers of cities on turn 1, he would get bogged down, having to watch the counter-attack. With unlimited RR movement they would just roll over everything.
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hexagonian
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Gnawing on your mind...
Jun 1999 time: 23:28
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quote: Originally posted by Modo44
You are wrong. If you "blob" all (or most) units, your border cities are empty, and can be taken. |
No they are not - it is perfectly reasonable in a 'blob' mindset to maintain strong defensive garrisons in border cities. What you 'blob' are your offensive units, which can instantaneously react and counter an invading blob on your turn that you are attacked - and can also be joined by inner defensive units on an as-needed basis.
quote: Originally posted by Modo44
If the enemy has fast-enough units (no Rails, mind you), he can then even move farther into your territory. He can then fortify and show your blob the finger. There goes your argument. |
My argument remains - since your entire argument rests on the fact that a blobber would leave his border cities unprotected. This is not the case though, for any player with any sense. See my point above...
quote: Originally posted by Modo44
What unlimited RR movement does, and what it should do, is let you react the turn after the invasion. Which is perfectly fine, as demontstrated by German defense during late WWII, where divisions and bigger units were shifted "instantly" (a month or less, I do not know exactly; far less that a Civ turn might be) between fronts. |
Civ games always have a level of abstraction, and do not truly reflect the realities of time. In that regard, the designers need to strike a balance between realism and the presentation of good gameplay concepts.
Limited movement bonuses allows the player the same ability to react quickly, but in a more limited fashion, as it would take several turns to deploy your troops. As I said before, having this limit presents a more challenging gameplay element than simply blob-stacking units and then instantaneously having the ability to send those units anywhere.
The importance of how quickly you can strike/counter is a very important gameplay element, and is a hallmake of TBS games - and having units in position or out of position can make or break you. This facet of gameplay adds depth...if your troops are out of position, you sweat...if you can simply bring units to any front instantaneously, you laugh and pat yourself on the back with the illusion of being clever .
In fact, with instantaneous movement, all you need to worry about is quantity - with limited movement, you worry about quantity AND positioning.
Unlimited movement is a cheap crutch - plain and simple!
quote: Originally posted by Modo44
Without unlimited RR, this kind of scrambling would not be possible. |
...A scrambling that would occur on the turn after the invasion is launched, and rewards a player with the ability to put all of his troops on a threatened front instantaneously does not really force the player to preplan troop deployment and dumbs down that aspect of the game.
Any monkey can thus counter the threat.
quote: Originally posted by Modo44
What I would like to see is some kind of delay, before RRs in conquered or liberated territory become functional, so that nobody could rush you that way in one turn. Units have limited movement, so even if someone takes 2 layers of cities on turn 1, he would get bogged down, having to watch the counter-attack. With unlimited RR movement they would just roll over everything. |
I'm in agreement here, but this is consistent with eliminating all infinite RR movement anyhow...
Last edited by hexagonian on 29-06-2005 at 18:27
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TomVeil
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District of Columbia
Dec 2001 time: 00:28
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The fact is railroads ARE that fast. The only form of human transportation that beats it is air travel. I actually think that the unfairness comes from the 1-unit limit on airlifting, not from the unlimited rail travel. The game should recognize the fact that mankind can travel hundreds of times faster than it could in the ancient era, or even the early 1800s.
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Maquiladora
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quote: Originally posted by alva
Modding also involves screwing/scewing the game up to a point where it can be unbalanced.
I for one, prefer to play with stock rules, where I know that I'm playing how the designers errr designed it and how most people play it. |
Couldnt agree more... its a real headache organising a MP game where everyone has the same modifications, especially to new MP players who arent even aware of the mods.
The easier it is to go online and start up a quick game of civ with a stranger, the more popular it will become.
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