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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:12
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Something I've always wanted to see in a game like Civ1,2; randomness. Not just in maps and such, but in units. Why not have a game where units work slightly different each time you play.
Think about it - perhaps the phalanx in your current game is a little more powerful but a little slower than the normal values. But the legion costs a lot more than normal. How would that effect your stratagy? More phalanxes? More legions? Would you skip the offense?
What I'm saying is that the first time you play one of these games, its always a blast to see what works and what dosn't. There is no right stratagy, since everything is new. Nothing turns me off more than someone telling you to "always do this" or "never do that". Thats when the game turns stale - you just fall into your usual pattern. But if every attribute were to vary within logical bounds, it could make the game a lot more fun.
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Bluevoss-
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Chronus
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I think this is a great idea! Maybe this could work with buildings too. A library, for instance, can generate anywhere from 40%-60% more science beakers, etc.
My only concern is the reduction in strategy. It brings more realism, IMO, but more chance as well. Perhaps it could be an optional feature?
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Bluevoss
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Orlando, Florida
Dec 2000 time: 05:12
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Ralf,
I'm not saying to vary the units by some huge amount (not sugar into salt). I'm just saying a gentle nudge this way or that. Phalanxs would still be defensive. Legions would still be offensive. Phalanxs would have no real greater chance of killing a tank than they do now.
And, yes, government effects should vary (SLIGHTLY!). So could production, so could ANY value in the game. Slightly enough that over vast numbers, it might make a slight difference, but just enough to make the game a tad less predictable.
Lets multiply all combat values by 10. So a phalanx is now 10/20/1. Say it was randomized within the bounds of [7-13]/[15-25]/1. It would still be a defensive unit. However, what if they randomized to 12/17/1's. Maybe, you might consider using them to help attack a city, since they have a better attack against rival phalanxs then they once did. Maybe you wont. But the unit maintains its basic configuration but with a slight change.
You know, when Pacman first came out, there was nothing more depressingly pathetic than people who would buy hintbooks on the game, and place maps on the consoles so they could stear through the level more effiecntly. The point of a game is to play, to try new things from time to time, based on your judgement, logic, and insight. You think the South was adding up combat factors before they launched picket's charge? Was the defeat of Napoleon's Old Guard a matter of numbers, or a calculated risk.
Games are about learning and creativity. Work is about the aplication of a learned skill, over and over and over.
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Bluevoss-
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Ralf
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Sweden
Mar 2000 time: 06:12
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Well, Bluevoss, i was deliberately exaggerating a little, in order to get my point across more clearly. I realise, of course that you, Chronus and Theben, was talking of mostly small variations or "gentle nudges".
However, does that nullify my principal objections in my "cooking-arguments" completely? And what about the AI-overkill problems?
As i see it; Unit- and Event-randomness sounds good in theory, but peforms not-so-good in practical gameplay-fun. Just look at the way many players often reload saved games, just because this or that battle-outcome, or random disaster delivered a negative result.
Catastophes preventable by improvements by the way, is an attempt to overcome this cheating behaviour.
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Brent
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Say you've created a bunch of horsemen. Pick any one of them. Say occasionally it can only move one square in a place where it would normally move two. Or three instead of two. Would people appreciate this sort of thing? I think it would a good random variation.
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Brent
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uhhh, glad I could help, Steve. I guess...
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EnochF
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Seattle, WA
Jan 1970 time: 21:12
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Introducing random fluctuations in the abilities of units is just inviting the game to screw me over on a regular basis. In other words, I try to move my Horseman two spaces to capture the Barbarian Leader, except that something random happens and my Horseman only moves one square, the the Leader disappears the next round. Or I send out my Stealth Bomber to knock out some enemy tanks, and the next round, by random chance, it doesn't have enough fuel to return to the home city. Or an enemy catapult fires at my Musketeers walled up in my city, and something random happens, and my Musketeers fight at two-thirds normal capacity and lose, and my population drops.
Trust me. If bad random things can happen to me, they will. All the goddamn time.
The only solution is to keep bad random things the hell out of my game.
Introduce trouble factors, fine. Include a disease factor if you like, or a prone to fires factor, or a crime factor. Make them more than nuisance factors, if you like. Make crime and disease serious obstacles in the mid-game. But keep that random crap out of my game. Random chance hates me.
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Chronus
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Hmmmm ... I wasn't picturing units who had their characteristics change each turn. Once a unit is created, its randomly assigned characteristics remain the same until it is destroyed (or the game ends, of course). The same concept would apply to buildings.
Ralf, your point is well taken. I can see waves of angry players flooding this forum with "bug" complaints. Firaxis should be concerned about this. My bottom line feeling, however, is a lack of sympathy for players who will not learn how to play the game.
By the way, I must be one of those few individuals who does not reload the game when something goes wrong (like losing a battle). IMOHO, doing this takes a HUGE chuck of fun and realism out of the game. Surely, there are many others who don't do this ... no?
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Brent
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Even I never back up when things go wrong. Maybe that's why so many people are "better" at the game than I am. One's ego can dream.
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