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playshogi
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Alan promised a long time ago, that very detailed formulas about every aspect of the game would be included in the online encyclopedia. I hope there will be no more guessing and begging about what actions have what effects. For example, no one ever did find out what factors drove the spying game in MOO2.
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playshogi
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Grumbold wrote: "Life just isn't like that."
I'm not looking at MOO3 as a simulation of life. It's a game and I DO want to know the variables affecting a particular choice I might make. For example, in Civ3 everyone hated cultural flips, but after people learned the formula involved people could plan for it intelligently. I don't care much for games where these kinds of formulae are kept like "trade secrets" of the producer.
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Grumbold
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London, UK
Mar 2000 time: 05:23
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You can't ignore a deterministic formula because knowing them will be crucial to victory (like the civ3 culture flip, where a miscalculation of 1 unit can see an entire army lost instantly when a city you have just captrured rebels.) If the odds always retain a healthy random factor and you're not precisely sure what the % chance was in the first place then I find it easier to actually immerse myself in the game rather than just number crunch. The same would apply to race creation, should MOO3 have custom point buy race picks, i.e growth of 'strong,normal,poor' not '5%,4%,3%'.
Strictly imo, your milage may vary. This is why I'd rather play Close Combat than, say, Diplomacy.
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playshogi
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I'm not sure I understand you. If the formula is provided you say you can't ignore it because it's crucial to victory. OTOH, if it's NOT provided, you'll enjoy the game more? Wouldn't it still be crucial to know it? The only reason for not providing the formula is 1) to handicap the human player to make up for a weak AI and 2) to prevent scenario makers from making really great scenarios.
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Saber Cherry
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Grumbold,
You're just talking about random variables in the formulae. If you knew the (possibly complex) formula or algorithm that determined a Tiger or T-34 winning a battle, that would not make the battle deterministic, since the algorithm would have random variables in it.
Generally speaking, I abhor games that force uninformed decisions such as: Build a bank to increase money, or build a lab to increase research. Which is better to build? How many? Is either one useful? Who knows.
However, if it says a bank increases tax revenue by 25%, or gives you 5% interest per turn, that gives the player a deterministic formula... and makes the game better. I have seen games that did not provide this information, and they are... bad.
Your stated problem seems to be with deterministic formulae, and I just demonstrated how they are essential. However, you also implied that you dislike knowing any %chance of success. This is not deterministic, since its outcome cannot be predicted unless the percentage is 0 or 100. These formulae are also essential in many cases. For example, in MOO1, there was a ground combat formula, where each soldier rolled a number (rand()%100)+bonuses. The numbers were compared and the lower soldier was killed.
As such, if you had +100 bonuses compared to the other person, you would only need to send 1 troop; and if you had -100 bonuses, no number of troops could succeed. And if you had -20 bonuses, you would know how many troops to send to have a good chance of victory. Without the formula... what good is a +10 to troop power? Who knows. Either way you gamble and take risks, but without the formula, you're playing blindly, and might invade with a 0% or 1% chance of victory. And a game that encourages players to do stupid things is bad. You might as well send random numbers over and over until you succeed... at which point you might as well be a monkey mashing the keypad for infinite time, or until you discover the formula through brute force.
Even things like laser weapon damage are formulae. A laser did 1-4 damage. In other words, 1+rand()%4. But if this was taken away... you would just choose "Laser", "Phasor", "Megabolt Cannon". And which is better? Well, of course the one that sounds coolest. Or maybe the cheapest. But again, without formulae, the cost and space of the weapons should not be revealed, either... they would just be "kinda big" or "pretty expensive".
At any rate - MOO1 and MOO2 had published formulae in the game, integrally part of the decision-making process. Removing them would be crazy, and would singlehandedly make the game bad.
-Cherry
Last edited by Saber Cherry on 02-11-2002 at 03:44
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Saber Cherry
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Yes, I had a lot of problems with the Civ 3 structures. Especially things like the "Coastal Fortress", where nobody ever figured out what it did, what it was supposed to do, or if it even did anything The first and only game I played, I built a bunch of them, just to be safe!
However, those problems did not bother me overly much since I gave up on the game as a waste, pretty soon. So it no longer has the power to frustrate me
Of course, if they had given me a formula to determine when the "Multiplayer patch" for the original Civ 3 would be out, I never would have bought it in the first place...
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Grumbold
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London, UK
Mar 2000 time: 05:23
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quote: Originally posted by Saber Cherry
You're just talking about random variables in the formulae. If you knew the (possibly complex) formula or algorithm that determined a Tiger or T-34 winning a battle, that would not make the battle deterministic, since the algorithm would have random variables in it.
Generally speaking, I abhor games that force uninformed decisions such as: Build a bank to increase money, or build a lab to increase research. Which is better to build? How many? Is either one useful? Who knows.
-Cherry |
Yes, I'm talking about a random element. Any formula that loses a modest random element becomes utterly deterministic and I detest them. Troop combat in MOO is pretty fair, because its not easy to get a bonus above +90 over your opponent, so at least a 10% chance of an unexpected result remains. If you've got +100 and aren't badly behind in other areas, you've won the game. Its research formula is deterministic in generation (a planet with x scientists and y improvements will produce z RP's) but the 'breakthrough' chance retains a significant random element. Perfect!
In other areas there are formulae with zero randomness. Farmers always produce exactly the same food. Planets generate precisely the same wealth. If you knew that a bank produced a significant boost in wealth but it varied between 15 and 25% per turn, you'd still build it. The dedicated player will still make plans based on the average or likely outcomes, but will have to stay flexible. I'm not advocating an information black hole because I hate uninformed decisions too.
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