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Hercules
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in Tir Na Og
Sep 2002 time: 05:37
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quote: Originally posted by Cataphract887
hey that could be interesting politics though-unions of players putting their stuff together,bickering....the faction would be as helpless as it would be in real life situation like that |
Well it was more fun than that. There were some long discussion threads that more or less covered the evolution of society and the different ideologies from 4000BC to the present day. Meanwhile the playing of the game continued fairly regularly, in 10 turn SP chunks.
However the missing element was the sense of danger/risk. The game was played at Talent level so was quite forgiving of errors of judgement. There was no question who would win and in the end the game fizzled through lack of interest. No challenge remained, our faction was totally dominant. (It was the challenge aspect that led to the current MP ACDG games).
My view is: we need our own modified faction to allow a range of SE settings that can be debated about, so that we could go fundamentalist, for example, without too great a penalty. Or we could be a strong faction (Uni, Drones?) against several beefed up AI.
The longer the 'challenge/chance of defeat'. aspect is maintained the longer there will be interest and debate.
A key question is: do we want to have the possibility of defeat present. For instance, I am in a Darsnan designed MP game, where three strong AI, with key SP benefits have dominated the game (from the power charts) from the start and the turn is at 2156. Darsnan has indicated there are all sorts of surprises to happen on.
This adds excitement and danger. OTOH, if every decision to be made is important, to stay alive, then the scope for RP, regional governors and city mayors and error could be limited.
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Cataphract887
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yes i understand theres a tradeoff between interestingpolitics and the result probs and cooprerative gameplay in the face of danger.
life without some danger gets pretty dull...
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by Hercules
The longer the 'challenge/chance of defeat'. aspect is maintained the longer there will be interest and debate. |
"A society under stress reveals its most basic nature". The thought of subjugation (or extermination....) of your Faction could definately lead to some very intense inter/ intra factional debates.....
quote: Originally posted by Hercules
A key question is: do we want to have the possibility of defeat present. For instance, I am in a Darsnan designed MP game, where three strong AI, with key SP benefits have dominated the game (from the power charts) from the start and the turn is at 2156. Darsnan has indicated there are all sorts of surprises to happen on. |
I'm not sure if its a good thing or a bad thing that I don't know exactly what game your talking about here, Herc. Regardless, I would of course opt for a beefed up AI..... 
quote: Originally posted by Hercules
This adds excitement and danger. OTOH, if every decision to be made is important, to stay alive, then the scope for RP, regional governors and city mayors and error could be limited. |
I'd take the opposite stance in that if players feel that every turn is important to their survival/ Faction's chance for success, then it could lead to more spirited debates!
Anyways, my thoughts on the subject.....
D
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mart7x5
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I think the knowledge of CMNing today is advanced enough to make a good design of a singleplayer scenario with increasing level of difficulty. No additional modifications to game files might be needed too. Due to the fact, that factional atributes are recorded into game save, some AI factions may be made very powerful and noone would have to change anything in the game installed files to have it all during the game play. These AI factions power increase (growth of strength) might be also more finelly tuned. It is possible to keep the game challenging at some moderate to difficult level for the whole or majority of the game. Not that it is completely difficult at the start, then there is "breaking point" and the game is sweat and easy afterwards.
I think that there is needed some balance between game being difficult and having room for role-play. I know that for longer time keeping the discipline of excellent efficiency in order to win/survive may be tiring to boring. Having hard moments in game but also more easy and quiet is the best, in my oppinion.
There are CMNs in our comunity having excellent knowledge of the game, its mechanics to prepare such a steady challenge scenario. I have seen, for example, Darsnan, Googlie, Chaos Theory and Rubin preparing excellent scenarios and playing with as much good efficiency. So the question would be what kind of difficulty level (somewhere in the middle, as I wrote above) we would choose for the game.
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binTravkin
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Lord of Progress of the Council of Lords of Gaia
Jan 2004 time: 07:37
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quote: I think the knowledge of CMNing today is advanced enough to make a good design of a singleplayer scenario with increasing level of difficulty. No additional modifications to game files might be needed too. Due to the fact, that factional atributes are recorded into game save, some AI factions may be made very powerful and noone would have to change anything in the game installed files to have it all during the game play. These AI factions power increase (growth of strength) might be also more finelly tuned. It is possible to keep the game challenging at some moderate to difficult level for the whole or majority of the game. Not that it is completely difficult at the start, then there is "breaking point" and the game is sweat and easy afterwards. |
QFT and that's what we need.
One of the most obvious things an AI needs to keep up with human is to be able to popboom and it can be "tought" to them with little meddling..
But back to the topic:
1.I agree completely that the more a decision will weigh, the more debate there will be around it.
2.I am all four for beefed AI.
It can be even be beefed up to quite huge levels if human faction is put somewhere out of direct range of first blows, as then the AIs will start to fight between themselves.
I have also had 2 more ideas on the topic, however you might find them a little odd:
1.OCC Puppet game - make human faction as weak as possible, say by running only one city and make 1 AI our puppets (so we have to guide them)
2."Me be a puppet" game where humans have to obey one particular SUPER powerful AI faction's orders and build up until when they're ready for it - REBEL!
I don't know if it's technically possible to rebel against a faction whom you have surrendered to, but if it is, the faction must be really powerful, so we will have to be smart (= have hot discussions) up until the very end.
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Voltaire
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Calgary, Alberta
Aug 2001 time: 22:37
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The governors idea has some merit, so long as the governors have actual power and it is more than titular, since that would create conflict between the interests of the regions and the center, it would require that the operations of the faction as a whole be conducted as a matter of negotiations between the center and regions. The only issue with that, as I see it, is how we would go about choosing governors; would everyone simply be assigned a base once we reach enough bases to permit all participants to have one, would we somehow elect governors (and if so, would the franchise for regional elections be restricted to those who reside within that region, or would the entirety of the faction get to vote on all governors regardless of region of residence)? What just came to me would to distribute governorships among the parties based on proportional representations on an electoral system where we vote for party-lists.
But all that aside, there is also the issue of how the federal government would be structured. Would we have direct votes for the positions in the central government, or would those too be determined by a PR-type system?
And lastly, the idea of a large central government structure instead of a federal structure should also be considered. So rather than having governors, we’d simply create a large number of ministries and hand those positions out. The virtue of this over that of federalism, as I see it, is diversity. Whereas with the federalist structure everyone’s position and responsibilities are roughly the same, the positions and responsibilities would differ based on the ministries. And we need not restrict the ministries to ones that actually do something in game, having one related to some RP activities would also be advisable.
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