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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:21
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quote: Originally posted by HappySunShine
I find it amusing vel that you associate strategy with slower gameplay. You never played civilization multiplayer. Creating a unique rush is in fact a strategy, otherwise I wouldn't have written those papers I call strategy in the civ 2 forums. The simple fact is that rushes are what win. The ability to attack, defend, expand, and keep your infrastructure all at once is what seperates the good players from the bad. Building up an empire for 3 hours and then massing units is not strategy. And nobody said there was no way to defend against rushing. There's lots of ways to play without rushing. Rushing has its drawbacks just as defending has its drawbacks. I think the real problem is that some people here think it's pure genius to build their civilization without doing anything else. How can you call rushing boring then? What you should really say is "I feel that my strategical genius is so far beyond these petty rushers that I will look down upon my intellectually challenged brethern as I spend months planning my brilliant strategical maneuver." Which really means "I can't find a way to beat rushing so I will simply call it a 'tactic' unworthy of my genius." Lets face it, you guys should be playing simcity, not civilization. There's a reason why 2x2x King was the most played setting of them all in civ2. |
Sorry to bring this back up but I have limited time tonight..
Rushing is a gameplay strategy, and an effective one. The problem with playing against rushers is that my defense is to rush as well and I'm not interested in that kind of game. CIV3 is not a wargame. IMO, the combat portion of the game, though important, sucks big time. If I wanted to compete at rushing (and wear out my carpal tendons) I'd play AoE MP.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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Gotta disagree with you there, Ming....true, some players TREAT Civ as a wargame, but Civ has *always* lacked some of the most basic, fundamental things that are the staples of the wargame genre.
That's okay though, cos civ is....well, not a wargame per se. Sure there's combat....the whole of human history has been filled with it....woudn't be Civ without the combat, BUT....Civ uses a vastly simplified combat model (even Civ2, with it's FP rating was heinously simplified) so as to abstract that angle of the game, cos there was always so much more to do.
That's why I always get a little tickled when I hear 'bout people who like to brag on being complete bada$$es makin' war in Civ games. That's like bragging about having mastered riding the tricycle. Combat in Civ is combat with training wheels. (and that's not a slam on the game, that's just the type of game Civ is and always has been). Nothing to get overly excited about when you win a smashing victory.
OTOH, if you suddenly had to worry about supply lines, keeping your troops in ammo and out of fatigue, keeping your soldiers organized so they *could* fight, increasing support costs due to distance, line of sight, different types of ammo and their effects on various armor types (and on troops with no armor).....now we're talking! The person who can win a stunning victory, taking all those factors and then some into account....wow!
-=Vel=-
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Capt Dizle
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Well, again, I must say that the problem is the inability to create a real defensive perimeter that invaders can only breach with losses and giving away their position. I had hope that Firaxis would add military camps that could be built by workers and or engineer units, have a border that couldn't be erased by culture and provide defensive bonuses. Their should be rivers and other terrain that can be used as choke points. This would all lend to tactical options and if you add special units like engineers and stuff like that we could have some fun.
It would be more interesting than who can ICS and churn out the most troops.
Also, we need spies so that we can infiltrate for the purpose of seeing what the others are doing. Expensive but a strategic tool. Let my wish list continue, randomly available mercenaries and leaders and so on and so .......
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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Spencer - yep....chugging along slow and steady....granted, our first versions will use a more simplified, more abstracted combat system than the one we're working toward. It'll be an ongoing process to get us to that point, but that's where the magic is, IMO....the game will be a living system, constantly tweaked, improved, and updated from where we begin. As we discover things that don't work, they'll get eliminated in favor of things that do. We've gotten a lot of work done so far, and still miles to go, but by degrees, we're getting it done. Soon as we have some graphics to write home about, and expand on a few more currently roughed out areas, we'll have something to show and tell....
-=Vel=-
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Trip
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Hunt Valley
Apr 2002 time: 00:21
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You hit the nail on the head Vel. 
Unfortunately, Ming is also probably right.
I seriously think that Civ 3 MP will degenerate into a wargame (which it was clearly not designed to be), which will lead to a neverending flow of Archers, Horsemen, Cavalry and Modern Armor. It'll be a race to the particular techs, and very little will hinge on empire building...
At least, that's how competitive play will work. We should try to get some house rules going to prevent this... because I'm sure that's what Civ 3 will digress to unless we stop it somehow.
quote: Originally posted by Velociryx
OTOH, if you suddenly had to worry about supply lines, keeping your troops in ammo and out of fatigue, keeping your soldiers organized so they *could* fight, increasing support costs due to distance, line of sight, different types of ammo and their effects on various armor types (and on troops with no armor).....now we're talking! The person who can win a stunning victory, taking all those factors and then some into account....wow! |
Hear hear! 
I really wish Civ had a much more complex combat system. It's really the only game that has the correct 'scope' that I'm looking for, and there's actually 'grand strategy'. All other wargames you have a scenario, and you have an objective. I want to set my own objectives... I want to know why I'm fighting, and I want to see results after I've won. That's the kind of game I want to play.
Unfortunately, Civ is the closest we have to that, and the vastly simplified combat engine makes wars less than satisfying, for the most part. 
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Capt Dizle
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Okay, what about using on the histograph as a victory condition and Firaxis giving us the chance to tweak it so that we can add stuff to force gameplay the way we want it. Negative points for loss of reputation, less points for territory, more points for happy people, points for culture, points lost for atrocities and genocide. Points for discoverys, both land and tech as opposed to no points for just buying stuff. Ectera ad finitum.
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