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dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 08-07-2000 15:13
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VOTE: turn order Support Apolyton, buy Alpha Centauri

We need to decide now on how players take their turns. After some discussion we have three options, these are; (more detailed descriptions are included at the end)

1. Traditional; i.e. Civ style
2. Simultaneous; i.e. SMAC multiplayer
3. Plan first, then simultaneous move.

If you have already voted elsewhere on this you should vote again here.

Note this is for BOTH the single and multiplayer game.

At this point we are not considering any other options.

Voting ends at July 24th at 00:00 GMT.

1. Traditional
--------------
This is how Civ single player works. Players take their turns sequentially, whilst a player is taking a turn other players cannot move their units.

Advantages
----------
- We're all familiar with it. Gives players plenty of time to plan & strategise.

Disadvantages
-------------
- Too slow for multiplay.
- Old fashioned.

2. Simultaneous
------------
I believe this is how SMAC multiplayer works. There are still turns but all players can move at the same time.

Advantages
----------
- Suitable for multiplayer.
- More up to date approach which is more likely to appeal to a wider audience.
- Enforcing turns ensures that it doesn't turn into a RTS.

Disadvantages
-------------
- Combat model would have to change (from tradition Civ) as attacking a unit that has not yet move gives the attack an unfair advantage.

3. Plan first, then move.
-------------------------
Turns are first planned, then executed - all units move simultaneously, and all players plan the turn simultaneously.

Advantages
----------
- Some real-time elements, while remaining turn-based
- Fair combat; the quicker and more militaristic players don't get any unfair

Disadvantages
-------------
- Never been done before. Will take a lot longer to develop
- Lacks immediacy. Players want to see an immediate response to their actions
- Extra work needed to solve the possible conflicts in unit orders
- We need a possibility to pause the turn if something unexpected from some player's point of view happens, for example, if his units are attacked or his territory is entered.


[This message has been edited by dan ward (edited July 08, 2000).]

dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 08-07-2000 15:15
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vote: simultaneous

Victor Galis is offline Victor Galis
Emperor
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Jul 1999
time: 00:14
Post  Old Post 09-07-2000 01:58 Visit Victor Galis's homepage!
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Simultaneous is the root of all evil.

Classic all the way, or at least an option you can set. (Though player should be able to access theirs cities and change production and other non-unit moving things during opponents' turns to speed up game). The third option is a little better, but... it's harder (Civ isn't Diplomacy, things die in civ, armies don't "bounce").

Simultaneous is as bad as RTS.
[This message has been edited by Victor Galis (edited July 08, 2000).]

dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 09-07-2000 02:56
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quote:

player should be able to access theirs cities and change production and other non-unit moving things during opponents' turns

The plan is to allow players to manage their Civ's whilst waiting for their turn.

quote:

Simultaneous is as bad as RTS.

There'd be definite separations between to turns to enable city management & combat would be redesigned to prevent the player who moves first from having an advantage.


[This message has been edited by dan ward (edited July 08, 2000).]

Guildmaster is offline Guildmaster
Warlord
Up your butt and around the corner
Jun 2000
time: 05:14
Post  Old Post 09-07-2000 03:37
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I am definately for the planfirst/move simul thingy. The fact that it hasn't been done before ought to be exciting for you guys but instead I see people talk like they're scared of it! How disappointing.


------------------
Goober

Lord God Jinnai is offline Lord God Jinnai
Prince
St. Louis
Sep 1999
time: 23:14
Post  Old Post 09-07-2000 06:42 Visit Lord God Jinnai's homepage!
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plan first/simulaniously is done in clash so as to not being done before that's not really correct (unless your counting finished games only ^_^

Anyway that's what i would like to see. Simultanious can get out of hand if you have too large of areas to deal with or multiple fronts.

heardie is offline heardie
Prince

Aug 1999
time: 15:14
Post  Old Post 09-07-2000 06:49
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Vote: Traditional

but
somewhere down the track I think simeltanious for m/player

Victor Galis is offline Victor Galis
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Jul 1999
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Post  Old Post 09-07-2000 06:52 Visit Victor Galis's homepage!
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I saw simo turns in Age of Wonders... and thought "Hell, no!" I don't want to worry that I have to move these units first, because otherwise bad things happen, or worry if I attack with an area that was underprotected a turn ago area with some bombers that fighter will show up in the meantime.


The third is interesting, but I don't know how you'd implement that... in the meantime my OOP skills (what little I have) are melting away in a C class True I can program somewhat better now at a lower level, and will have actual college credit for it, but...

Victor Galis is offline Victor Galis
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Post  Old Post 09-07-2000 06:54 Visit Victor Galis's homepage!
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Also, if multiple modes are supported. I would say that the first turns of MP (before the players make contact) would be played simo regardless. Once contact is made, your choice of modes would take effect.

RonHiler is offline RonHiler
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California, USA
May 2000
time: 21:14
Post  Old Post 09-07-2000 09:47 Visit RonHiler's homepage!
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quote:


3. Plan first, then move.
-------------------------
Turns are first planned, then executed - all units move simultaneously, and all players plan the turn simultaneously.

Disadvantages
-------------
- Never been done before. Will take a lot longer to develop



Actually, this system has been used before. Stars! uses it (~5 year old game), as will it's almost released sequal SuperNova. Space Empires 4(or is it 3?) uses this system. Both Clash and Manifest Destiny will also use it. As far as multiplayer TBS games go, I think it's the new standard way of doing it. The others are outdated now, IMO.

So if I get a vote, I vote for 3

Ron

amjayee is offline amjayee
Prince
Jyväskylä, Finland
Oct 1999
time: 07:14
Post  Old Post 10-07-2000 12:55 Visit amjayee's homepage!
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My opinion has always been #3. Like Ron said, the others are out of date. Its advantages are smoother multiplay, more fair combat, and also it allows better unit movement (as I have suggested before) and it emphasizes strategy, since you don't see the effects immediately, but rather you have to plan first.

We shouldn't be afraid of change. Number 3 requires the most work, but does it do any good, if we rush to finish a game that no one wants to play anymore?

I think even number 1 is better than 2, like people have been talking here. But my vote is 3.

VetLegion is offline VetLegion
Prince

Sep 1999
time: 06:14
Post  Old Post 12-07-2000 03:37
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Hi everybody,

Vote: 1) Traditional

about :
2) Simultaneous action
While this is proven in SMAC, and really works good (you can even collect time you havent spent), it is same as real time to me, which I wouldnt like initially.
Also, I wonder why SMAC is played mostly by PBEM (play by e-mail) when there are excellent MP capabilities built in. I will ask that on SMAC MP forum. (dan, your "unfair unit" example is not unfair really. Its the way things are )

3) Simultaneous execution
I dont like this. Complex algorithms are not a way to do this. Can anyone give me a literally "one sentence" explanation about how precedence of actions would be solved? If there is no simple solution, it shouldnt be done.

Perhaps leave it like in civ2. The unit with more movement points is considered "faster" and has precedance in conflict situations?

About it adding to "strategic" feel of the game, I think independant army generals would add much more. My point is: actions must be very predictible, no uncertianty with units.

dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 15-07-2000 01:23
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I'm not convinced that 3) is the new way to do things. I don't see anyone condeming Civ3 or CTP2 for not working this way. From what I can see everyones talking about the new gameplay elements & not about turn order. BTW how many people are there out there playing games this way compared to turn based or simultaneous games? Of course if that's what everyone vots for we'll do it that way grrr...

The two big things that concern me are;
- Immediacy. Some seen the immediate affect of an action will turn away lots of users.
- Too many unknowns. So far no one has produced a convincing model of how this will work.

The fact that it hasn't been done before ought to be exciting for you guys but instead I see people talk like they're scared of it! How disappointing.
There are plenty of things that haven't been done that I wouldn't want to do.


[This message has been edited by dan ward (edited July 14, 2000).]
[This message has been edited by dan ward (edited July 14, 2000).]

markusf is offline markusf
King

Oct 1999
time: 05:14
Post  Old Post 16-07-2000 01:03
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I vote for traditional....

For things like caravans and units like that can't we just automate the process? As soon as you build a caravan you can select what city you want to send it to, and it goes there?(out of the players control) but if you want to save it for helping building a wonder you can move it like a normal unit. This like this would really speed up the game. And with micromanaging minimized the game would run a lot faster.

heardie is offline heardie
Prince

Aug 1999
time: 15:14
Post  Old Post 16-07-2000 07:39
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If Dan is still voting 3 than the current results are:
1.) 4
2.) 0
3.) 4
Only 7 days to go!

Guildmaster is offline Guildmaster
Warlord
Up your butt and around the corner
Jun 2000
time: 05:14
Post  Old Post 17-07-2000 10:02
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Knot that I haven't already voted, but think about this one for a sec...

This is OUR game. It is NOT a civ clone. There is no reason to make a game like civ1 or civ2. As for the thing about the simultaneous turn order thing, I don't see what is o difficult about implementing it? It's not impossible. Methinks a lot of you guys are afraid of doing things differently just because they are different. I'm not saying we should do it this way just bcause it's different, but it then it IS a revolutionary idea.

Moreover, civ games of the future will be doing things the (3) way... here we could be one of the first games to have the turn order that way.

------------------
Goober

amjayee is offline amjayee
Prince
Jyväskylä, Finland
Oct 1999
time: 07:14
Post  Old Post 17-07-2000 15:52 Visit amjayee's homepage!
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Dan was complaining about the fact that no one has explained, how number 3 would be done. I can try to explain what I have in mind. Please list the things that are concerning you, I might not be able to see all the unclear things, since the system is so clear to me. But I agree with Guildmaster about that it is possible to make the system, and get it working well, and it is not necessarily even too difficult. More work, yes, but acceptable for getting a state of the art turn system, among the first games made.

F_Smith is offline F_Smith
Prince
Austin, Tx 78728
May 1999
time: 05:14
Question  Old Post 17-07-2000 22:03
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Just a little info, to help ya'll with your discussions:

1) Several games have used '3'. "Lords of the Realm II" was one of the best. If you haven't played that game, it's an absolute must, for design examples. It's old, and can't be more than $20. I just bought 'Shogun', also, and it uses the same turn design. It is, indeed, vastly superior, in terms of gameplay. It's the same rule that the old boardgame 'Diplomacy' used.

2) To implement, wouldn't each unit just have a collection of 'orders' that would be processed each 'turn'? During their turn, players give orders to troops/etc to go here, do this, then click the 'turn' button to watch those orders carried out?

P.S. -- I have no vote, just this info. Forgive me for sticking my nose into ya'lls process. I will go back to lurking now.
[This message has been edited by F_Smith (edited July 17, 2000).]

Victor Galis is offline Victor Galis
Emperor
in exile
Jul 1999
time: 00:14
Post  Old Post 18-07-2000 09:03 Visit Victor Galis's homepage!
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Wasn't LOTR II Simultaneous? I can't remember well.

In any case the tactical battles from LOTR II are a good example of what not to do... A royal keep defended by 600 troops should not be stormed by 900 troops, with only 100 casualties (you could manually dodge the arrows )

amjayee is offline amjayee
Prince
Jyväskylä, Finland
Oct 1999
time: 07:14
Post  Old Post 18-07-2000 18:45 Visit amjayee's homepage!
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What F_Smith told about unit orders is correct. Units are given "order chains" during the turn planning phase. The given orders would be shown on the map with graphics, like the path the unit will take, what unit they will try to attack, what area they are going to scout etc. When all orders are given (also empire management orders) the player hits start turn- button. When all players (ai or human) have ended the turn design, turn is started. Building and empire management actions are carried out first, then units are moved all simultaneously, according to their speed. Battles are resolved, possibly pausing to show messages to players etc.

This allows us to have more strategic choices for players, without slowing down the multiplay too much. Like I said earlier, it also allows us to use the more complex unit movement system I have proposed earlier - they key points were, that units have a deployment range, and maneuvering range. Units move farther, and more realistically. This is a must, if we are going to use much larger map as planned.

I'm quite optimistic about that it is also not necessarily very complicated to make. With implementing good unit ai, the units can solve most problem situations themselves. This way, also the need to allow the player to pause the game is smaller - it should be possible only in most critical situations, like when enemy makes a surprise attack or declares war. Also the possible conflict situations in unit movement orders are not very many, and they can be solved automatically.

All in all, if we plan the system sufficiently well, we are not going to have too much trouble. And as people have pointed out, it would also be more modern way to handle turns. I can try to make a better and more thorough explanation of the system soon. Send your comments and ideas, and what is bothering you.

The Joker is offline The Joker
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Copenhagen, Denmark
Aug 1999
time: 06:14
Post  Old Post 18-07-2000 22:55
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#2 is a thing of evil. Never go with that.

To me #1 would work fine. It is simple and easy to do.

But that #3 sounds exciting. Amjayee seems to have a somewhat clear vision of how it should work. If he could explain it to the rest of us it could give us a better basis of making our decision.

What I am saying is, that if we can make it work #3 is what has my vote.

amjayee is offline amjayee
Prince
Jyväskylä, Finland
Oct 1999
time: 07:14
Post  Old Post 19-07-2000 17:24 Visit amjayee's homepage!
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I will post something soon. Let's delay the decision until I have explained the system properly. After that, we could use either #1 or #3, but I hope #2 is not used.

dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 20-07-2000 00:33
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Guildmaster:
Choosing a turn system on the criteria that it's never been done before is plain dumb. If we're going to change something it should be for the right reasons.. You could try giving some reasons instead of criticising team members just because they hold different opinions to you.

OC3 is a Civ-clone, deal with it. Being a Civ-clone has a lot of advantage; 1. there's lots of people out there who'd be interested in a similar sort of game & 2. it means we don't have to reinvent the wheel for everything we can pick and choose what we want to carry forward. Clash has gone the 'we are not a Civ-clone' route & look at how much they're struggling to get something playable. Freeciv on the other hand has gone the Civ clone route and they now have an excellent game, a big community and the opportunity to move in whatever direction they want to take. We are not experienced game developers & designers so let's not try to run before we can walk.

The Joker is offline The Joker
Prince
Copenhagen, Denmark
Aug 1999
time: 06:14
Post  Old Post 20-07-2000 01:06
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Dan:

I don't think we should be just a civ clone. At least my visions for OC3 is not about is just being yet another civ clone. We should try to make this game different from Civ2 in many ways, including the very basics of the game: Population and economy.

If we were only to make a civ clone then what would the point in making the game at all be? I see no point in ever playing FreeCiv, as it is not superior to Civ2 in any ways (at least not as far as I know). Clash, on the other hand, is trying to make a game that is different, revolutionary. This means that they will have a hard time developing the game, but also that they can make a game that is truly great.

I think we should do the same. Our game should the the Civ game of our dreams. This means that it will require work for us. But is that necessarily bad? We are a small team, so we shouldn't have too much trouble agreeing on things. And the fact that we all have very different interests in the game means that we can each focus on the subject that has our interest, and let other people handle the other things. I, for instance, will accept almost any combat model that I am presented with.

When all this is said I must also agree with you that change only for the sake of change is really not good. But I can see great new opportunities with the new turn system. So making something new isn't just for it's own sake. It could actually improve the game.

Victor Galis is offline Victor Galis
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Jul 1999
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Post  Old Post 21-07-2000 03:55 Visit Victor Galis's homepage!
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I think ideally, we want to be evolutionary, not revolutionary. Valid points are that we cannot run before we learn how to walk, and therefore should stick to things that have been done before (this does not mean program Civ2... we can easily innovate by making combat more realistic (Will someone please read my Combat Model?!), or simulating population (revolts) and such better.)

amjayee is offline amjayee
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Jyväskylä, Finland
Oct 1999
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Post  Old Post 21-07-2000 20:03 Visit amjayee's homepage!
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I agree with Joker about that if we want civ2 clone with some enhancements, we can play freeciv or tweak its code a little to allow some new enhancements. But making a new game requires new ideas. And implementing new ideas requires more work than recycling ideas from other games. That is something we have to face.

I also agree it's wise to take ideas from existing games, but only the ideas that are so good they don't need enhancing. Civ2 turn system is far from perfect. I think with the system #3 we could have a near-perfect system, and make our game original in one blow. Just allow me to explain it, that's coming soon. But of course we could use a civ2 system with some enhancements. That's open for debate, hold on for a while until I have had time to collect my thoughts.

dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 21-07-2000 22:56
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Amjayee
It seems reasonable to wait until you can get a detailed description to option 3) how long do you thing this will take?

RonHiler is offline RonHiler
Warlord
California, USA
May 2000
time: 21:14
Post  Old Post 22-07-2000 07:59 Visit RonHiler's homepage!
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???

There is nothing mysterious about how pre-planned turns work. Go to the Stars! site and/or the Space Empires 4 site and pick up the demo(s) if you're not clear on the concept.
http://www.webmap.com/stars/
http://www.malfador.com/se4.html

HTH

Ron
[This message has been edited by RonHiler (edited July 21, 2000).]

dan ward is offline dan ward
Chieftain

Jun 2000
time: 05:14
Post  Old Post 22-07-2000 16:20
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Thanks for the links Ron.

We still need a more detailed description of how it will be done for OC3.

amjayee is offline amjayee
Prince
Jyväskylä, Finland
Oct 1999
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I agree, Dan. I will try to send my explanation later today, if I can make it.

 
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