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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:37
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quote: Large effect is being assumed by our knowledge of Civ3. However, the effect should not be that large, and unit cost should be smaller. I always wondered why a single unit loss is so "costly", that we would not risk any suicide activities. |
Well, but whether the loss of a unit is "costly" depends, doesn't it? Firstly, it makes sense, as units represent large army groups. Secondly, there are cheap and expensive units. Thirdly, there's how you lose them. If you lose a unit but weaken a defender in a city, it's not a costly loss. But if you lose a ship and 4 of your most expensive units aboard it to a random event, it's costly - and I'd say it's pretty frustrating.
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sophist
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quote: Originally posted by Aro
But it IS a good and realistic thing. If very rare, of course... Otherwise would be annoying and frustrating, like said by Solver. |
I take the opposite view. If it's very rare, then don't bother with it. I think random events shouldn't be rare; they should be frequent (though smaller). Then they're just part of the game. If you have random events once or twice per game, they can really knock things out of kilter, but if you have a dozen or so smaller, random events each game (per player), it's just another thing. With infrequent random events, it seem unfair; one civ may get an earthquake which enables the others to outstrip them. On the other hand, if one civ gets an earthquake, another gets a flood, another suffers from the plague, another loses their fleet in a freak storm, etc., the fairness issue doesn't apply nearly as much. There's a big difference between 1 random catastrophe happening to me and none to you as compared to 13 happening to me and 11 to you.
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Platypus Rex

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Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002 time: 21:37
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quote: Originally posted by sophist
I take the opposite view. If it's very rare, then don't bother with it. I think random events shouldn't be rare; they should be frequent (though smaller). Then they're just part of the game. If you have random events once or twice per game, they can really knock things out of kilter, but if you have a dozen or so smaller, random events each game (per player), it's just another thing. With infrequent random events, it seem unfair; one civ may get an earthquake which enables the others to outstrip them. On the other hand, if one civ gets an earthquake, another gets a flood, another suffers from the plague, another loses their fleet in a freak storm, etc., the fairness issue doesn't apply nearly as much. There's a big difference between 1 random catastrophe happening to me and none to you as compared to 13 happening to me and 11 to you. |
and maybe get a higher rep score by sending aid?? if one choses
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sophist
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quote: Originally posted by Xorbon
If balance between weak and strong civs is an issue, the 'random event calculator' could be made to roll more favorably for the weaker, and less favorably for the stronger.
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I completely disagree. I like random events, but if the game is unbalanced, the fix is to rebalance the game, not to drive players nuts by manipulating the rng to tear them down when they get big. Random events cannot be enjoyable without being truly random.
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TimeTraveler
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One idea I've had is for a random event (or even the outcome of the random aspects of battles) being decided several turns before being announced or played out. That way, players won't be as inclined to load an earlier turn just to try to change the outcome.
I'm not sure how hard that would be to implement, though...
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Adm.Naismith
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Milano - Italy
Oct 1999 time: 06:37
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quote: Originally posted by TimeTraveler
One idea I've had is for a random event (or even the outcome of the random aspects of battles) being decided several turns before being announced or played out. That way, players won't be as inclined to load an earlier turn just to try to change the outcome.
I'm not sure how hard that would be to implement, though... |
It's a quite common code, indeed.
It's called "seed" series. Random events usually aren't "random" at all, but are computeted given a different seed to obtain different series of numbers (battle odds, virtual dice numbers, etc.).
If the programmer save the seed before the turn take place, you get same effect (same "random" computing series of numbers) every time you rollback reloading last turn. 
IIRC, in Civ the seed concept is already used with free villages, to define the kind of bonus or horde of barbarians you'll get out.
Seed concept is also used with terrain generators, to produce the same map every time you use the same seed.
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SSBLoveU
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quote: Originally posted by Anaximander
I kind of like the idea myself. However, I don't think that any ships should be immune from the storms effects. Typhoons wreaked havoc on American fleets a couple of times during WWII. Even today, if one of our fleets took a direct hit from a hurricane it would be a disaster. 150 mph winds and 80ft seas do some serious damage. |
Modern ships with radar should be protected better in storms than small wooden ships.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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