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Yog-Sothoth
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Trondheim, Norway
Sep 2000 time: 06:15
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I to see this as a gameplay issue, not a realism issue. It will become extremely tidious on huge maps to move naval units. And the difference between land units moving on RR and naval units will make the naval units so much less usefull on larger maps.
I simple option where you select a naval unit movement modifier would solve this problem. For example: 1x, 1.5x, 2x etc.
Or you could just change the movement rates yourself of course.
Will there be a possibility to select different rulesets to use, or do you have to manually overwrite the rules everytime you want to play with different ones?
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dainbramaged13
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Dumbass
Mar 2000 time: 00:15
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naval units moves should be increased.
-words of wisdom from the Mind of Sam
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Sava
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GO GO GO!
Mar 2001 time: 23:15
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quote: Originally posted by dainbramaged13
dude... thats one of the most important things that anyone MUST realize about civgames... of COURSE its not realistic.. but how fun would it be if a. you had really small maps or b. you had to play months upon months to finish one game because turns are only a few days long.... its not realisitc, but this is THE prime example for gameplay over realism, and i think it NEEDS to be accepted |
This is the prime reason why it needs to be changed. Ships should be used like air units in Civ3. On a mission type basis. I think that you should be able to appropriate scouts (a la Colonization) to automatically scout territory. If you think about it, exploration isn't a very time consuming task (relatively speaking). North America was explored by 1700. That's 200 years, or ten turns in Civ 2 at that time.
I don't mean to offend you daimbramaged, but people like you are preventing the progression of games to the next level by saying, "oh no that would be stupid" when you can't envision what another person's suggestion would be like.
Gameplay is the first priority. But the job of the programmer is to tailor realism so that it's fun to play while retaining realistic qualities. Firaxis was probably too scared to change things because of people saying, "That's lame, I'm not buying the games" when they haven't even played it. They will solely dismiss the game because it was made more realistic, without even stopping to think that, "Hey, maybe it's just as fun if not more fun this way."
In a field where innovation is king, it's a shame that so many conservative gamers scare companies into anti-progress.
Again, this is not a knock on you dainbramaged, I think you are cool and I enjoy your posts. This is just my opinion on the concept of gameplay/realism.
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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Why do you assume that the different map sizes should be approximations of the dimensions of earth? How can a small map and large map do that at the same time?
What if the map was representative of a planet like Jupiter? It would take much longer to go around the globe. Of course it wouldn't take 45 years but I think comparing the map to earth is a bad analogy to make.
Why does the largest map, by default represent earth?
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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quote: Originally posted by Sabre2th
OTOH, It could just mean it's a larger world with the same detail level. It depends on how each person interprets the information. |
Not sure why you started an argument over such a nit when we agree on the basic issue: that they shouldn't change the movement of ships, although a small increase wouldn't be such a big deal. I've always been a proponent of gameplay over realism.
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Sabre2th
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quote: Originally posted by Pembleton
Not sure why you started an argument over such a nit when we agree on the basic issue |
It takes two to argue. I guess I should have paid more attention to my favorite quote:
quote: Never argue with a fool, people may not know the difference |
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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quote: Originally posted by Sabre2th
It takes two to argue. I guess I should have paid more attention to my favorite quote:
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Touchy, aren't we? It also happens to be my favorite quote (posted here by a forumer, not of all time) . And you shouldn't judge people so quickly. Just because you disagree on one thing doesn't automatically mean they are a fool.
And like I said, we agree on the basic issue. So I guess fools aren't always wrong. Unless of course, we are both fools.
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Phutnote
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wow, excellent points Cyclotron7
I agree with your first point. 20 movement points is too many, even on the huge map. To make the battleship move across such a map in 20 to 25 turns, it would need a move rate of something like 7 or 8. I think that's hittin the upper end of whats feasible for that unit, with destroyers and such moving a few more than that.
Point 2: with a move rate of 20, blockades would be much more difficult. But a movement increase on the super big maps that results in a proportionate movement change would result in the battleship arriving in the same number of turns as on a regular sized world.
point 3: A good point. An infinite number of attacks would make the battleship too powerful, which is why I suggested its attack number be half its movement number. That way it can get to a battle faster, but not have it's military capability way out of proportion.
On the other hand, I have found battleships generally ineffective against any city with a coastal fortress and modern fortified defenders. The point value of the battleship compared to the units it can kill before being knocked out isn't very high in the games I play.
On diety, the AI puts up an extremely vigorous defense to naval invasions, using hundreds of cruise missiles to batter ships down. Mostly I use battleships to draw fire and stack them with AEGIS cruisers. But the battleships are too slow on large maps in Civ II to be really worth the effort. Huge maps in civ iii will be a lot bigger than the largest in Civ II, which will make the battleship useful for little more than coastal defense.
And thanks, I appreciate your addressing the points I raised with a lucid argument.
Phutnote
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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