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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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'k...first of all, let me say that designing a game by committee is NOT something I am aiming to do. In the same breath, I also want to make sure the game we create here, is a game that'll make the largest number of people playing it really, really happy with the finished product.
To that end, polls on various ways of implementing features seem like a good way to get a feel for the desires of those who are following the project, and that's just exactly what this represents.
The question of whether or not there will be combat in the game is not up for debate...as a 4x style game, of course there will be. The real issue at hand is how will it be handled.
As such....a poll, to see where everyone's thinking is on it.
It is a given that there will be an "auto resolution" option underlying the choices here....That's not something I've ever personally made use of, but I guess some do, and it's not hard to build in.
So...vote, and comment accordingly, and I'll sit back and watch the results...and plot and scheme, and do other related stuffages....
-=Vel=-
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Capt Dizle
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I can't vote as I do not understand the game well enough yet. But I am a wargamer at heart and my first inclination in design would be to lay the framework for combat first and make all other game concepts adhere to that model.
Combat is wonderful because it is conflict and conflict is what makes any story work. And games well done are nothing more than interactive stories IMHO.
There can and should be other forms of conflict in games of course, and you can always design a "sim in a sandbox game" where the conflict is only with oneself. But combat is pretty keen.
So I guess I would lean towards tactical resolution, at least in the multiplayer rendition.
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FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002 time: 05:19
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You have a good point there Alexnm ... this isn't supposed to be a pure wargame, and I'm glad that it isn't. If I was gonna micromanage anything, however, then I'd want it to be combat, which, as you said, is a fun layer to the gameplay.
I'm somebody who always sets his workers to Auto in Civ3, though (after the first couple of cities).
I know I would win more often if I micro'ed them, but it is just SO dull (IMHO) that I would rather have fun and struggle than bore myself and win easily. I didn't play SMAC very much, though, and the terraforming system in that sounds like more fun than the realtively limited Civ3 worker options.
I suppose my general philosophy regarding micro-management would be: Fighting is fun, Farming is not.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:19
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Anybody know if Conquest of the New World can be found over at Underdogs? We're operating at half staff at the old helpdesk this morning, and utterly slammed, so I've not had the opportunity to check that out yet...sigh...I HATE it when real life gets in the way....
Spencer: Good point, but we gotta also take care not to go too far in the other direction. A *classic* example of this would be Disciples II - bought the game day before yesterday doing some research....combat is...well, it doesn't suck, but it comes close....
Your "general" can tote all of three units around with him, it takes FOREVER to raise in levels, and is generally not very interactive. (each unit has one of two choices....attack (click the unit to hit), or defend (stand there). Not terribly interactive....
But, it's a fairly cool game, and the artwork is top notch (my favorite character is the Squire, who upgrades to a Witch Hunter with sufficient experience....rockin' graphic for the ol' Witch Hunters....and the Rangers aren't too bad either.
-=Vel=-
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