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theponyguy1 is offline theponyguy1
Warlord
San Diego
Oct 2002
time: 05:25
  Old Post 14-01-2003 07:58
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ramping costs-make it optional Browse Apolyton AD-FREE

I think ramping should be taken out of the main game but left in the form of an option in the options menu, so that people who like building all infantry armies or all tank armies aren't discouragedd from playing the game. RON already contains an extensive array of options (Love the level of customization BHG!), but this one option would add another level of uniqueness.
The options should be 1. no ramping 2. Single units ramping 3. Types of units ramping
Give it a thought BHG

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 15-01-2003 06:19
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Enter the AD-FREE zone

i never heard of ramping costs in any RTS

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 15-01-2003 17:05 Visit One_Dead_Villy's homepage!
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Tired of ads?

they had it in Cossacks

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 16-01-2003 05:35
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i mean i dont know what it means

theponyguy1 is offline theponyguy1
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San Diego
Oct 2002
time: 05:25
  Old Post 17-01-2003 06:24
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it's where Support Apolyton, pre-order Civilization IV

It's where when you build the same unit more than once, it cost more the second time you build it. currently, I read in the RON Heaven Fanstock Report, If you build one unit from a building, the second time you build a unit from the same type of building (Plane Hanger, Automobile Plant), the unit costs more. Does this apply to peasants?

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 17-01-2003 07:00
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if its an option, i wont be using it

tniem is offline tniem
King
Hope College
Apr 2000
time: 00:25
  Old Post 17-01-2003 20:40
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Why does that make sense? Usually the more you produce, the cheaper it becomes as you become better at producing the necessary supplies and have learned the techniques.

The way that things become more expensive when you build more is when resources are beginning to be lacking. Eventually building a ton of things will make it more expensive because there isn't enough cheap resources to build it. But at the start, the more you make - the cheaper each becomes.

bhg_paul is offline bhg_paul
Big Huge Games

May 2002
time: 05:25
  Old Post 18-01-2003 03:50 Visit bhg_paul's homepage!
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"The more you produce the cheaper it gets" might be true in the narrow context of making widgets in a factory. It becomes less true and can even be reversed when you're talking about the support and logistics costs required to maintain a large organization.

The same can be said of buildings. Try building an 800 square foot building in south Alabama. Now try it in downtown New York. If you applied the "more is cheaper" logic, that building in New York should be *much* cheaper. In fact it's the other way around. Infrastructure carries many direct and indirect costs.

So given that ramping costs are at least a reasonable nod to realism for a game that is necessarily abstract, let's talk about gameplay. If units got cheaper every time I built one then the player with the most units, everything else being equal, will *always* be the player with the most units. This means that once a player begins to win, even by the smallest amount, the advantage they enjoy continues to magnify. In fact what is far more desirable in a game is a system that keeps a leader from becoming a runaway from a slight advantage and that gives an opportunity for players to overcome minor setbacks. Brian has written at length about this philosophy. I suggest you read his "The Poor Get Richer" article on Gamespy. It does a better job of covering the concept than I can do in this limited post.

Just think of the ramping costs as representing the roads, clothes, food, middle managers, ammo, postal systems, schools, water treatment centers, belt buckles, and government offices you don't actually have to *manually* make but that are obviously part of any actual nation.

HalfLotus is offline HalfLotus
Prince
ATL, shorty.
Sep 2001
time: 00:25
  Old Post 18-01-2003 04:49
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Single player should have option, but for multiplayer this will be a boon for RTS. the absolute worst thing about every other RTS is that its always more cost effective to mass 1 or 2 types of units. Most people will then build 1 or 2 units and dominate. This kills the fun real quick. The way the gameplay is shaping up is very promising, especially the weaving together of different elements. I'm in awe of BR's design skills.

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 18-01-2003 05:40
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Remove this text

quote:
Originally posted by bhg_paul
"The more you produce the cheaper it gets" might be true in the narrow context of making widgets in a factory. It becomes less true and can even be reversed when you're talking about the support and logistics costs required to maintain a large organization.

The same can be said of buildings. Try building an 800 square foot building in south Alabama. Now try it in downtown New York. If you applied the "more is cheaper" logic, that building in New York should be *much* cheaper. In fact it's the other way around. Infrastructure carries many direct and indirect costs.

So given that ramping costs are at least a reasonable nod to realism for a game that is necessarily abstract, let's talk about gameplay. If units got cheaper every time I built one then the player with the most units, everything else being equal, will *always* be the player with the most units. This means that once a player begins to win, even by the smallest amount, the advantage they enjoy continues to magnify. In fact what is far more desirable in a game is a system that keeps a leader from becoming a runaway from a slight advantage and that gives an opportunity for players to overcome minor setbacks. Brian has written at length about this philosophy. I suggest you read his "The Poor Get Richer" article on Gamespy. It does a better job of covering the concept than I can do in this limited post.

Just think of the ramping costs as representing the roads, clothes, food, middle managers, ammo, postal systems, schools, water treatment centers, belt buckles, and government offices you don't actually have to *manually* make but that are obviously part of any actual nation.


oh, i see , i get it now but i probably will still be using this option very little

theponyguy1 is offline theponyguy1
Warlord
San Diego
Oct 2002
time: 05:25
  Old Post 18-01-2003 07:53
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That is, only if they make it an option.

Rohag is offline Rohag
Warlord

May 2002
time: 05:25
  Old Post 18-01-2003 19:28 Visit Rohag's homepage!
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quote:
Originally posted by bhg_paul
"The more you produce the cheaper it gets" might be true in the narrow context of making widgets in a factory. It becomes less true and can even be reversed when you're talking about the support and logistics costs required to maintain a large organization. ...

Just think of the ramping costs as representing the roads, clothes, food, middle managers, ammo, postal systems, schools, water treatment centers, belt buckles, and government offices you don't actually have to *manually* make but that are obviously part of any actual nation.

Too true. "Corruption" in Civilization was a realistic dynamic, but, as corruption rates fell with the advance of a civ, I felt increasing "Bureaucracy" should take its place. Were it not for copyright issues, you could call it the "Dilbert Factor."

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 19-01-2003 00:28
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but this will kill any normal RTS fan's game IMO
the civ converts may use it, but who will play a game w/ this option for anything other to check it out for the first time

bhg_paul is offline bhg_paul
Big Huge Games

May 2002
time: 05:25
  Old Post 19-01-2003 03:35 Visit bhg_paul's homepage!
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Actually, several of the skilled RTS players that we've had test the game have become some of the biggest fans of this game principal. I think that once you've played the game you'll see that it contributes a great deal to gameplay and is logical in context. I don't know what else can be said except I think you may feel differently once you've had a chance to play. Hopefully that' won't be too much longer...

Paul Stephanouk
Producer - Big Huge Games

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 19-01-2003 07:11
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quote:
Originally posted by bhg_paul
Actually, several of the skilled RTS players that we've had test the game have become some of the biggest fans of this game principal. I think that once you've played the game you'll see that it contributes a great deal to gameplay and is logical in context.


really, maybe it will be good once people get used to it

quote:
Originally posted by bhg_paul
I don't know what else can be said except I think you may feel differently once you've had a chance to play. Hopefully that' won't be too much longer...

Paul Stephanouk
Producer - Big Huge Games


not much longer?

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 19-01-2003 07:34 Visit One_Dead_Villy's homepage!
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yes when i played it...i dont know if the ramping was already in the beta. but i never had a lack of resources in the later stages of the game. in fact i found unit costs very cheap compared to other RTS's. i was more limited by the pop limit

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 19-01-2003 07:56
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Increase Your PM Length

pop limit's a killer in all games, i hope the fortress is reintrduced in RoN

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 19-01-2003 21:45 Visit One_Dead_Villy's homepage!
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reintroduced the fortress?

when did they take it out?

Graham@BHG is offline Graham@BHG
Big Huge Games
Baltimore
Aug 2002
time: 00:25
  Old Post 19-01-2003 21:59 Visit Graham@BHG's homepage!
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"when did they take it out?"

We haven't taken out forts...

HalfLotus is offline HalfLotus
Prince
ATL, shorty.
Sep 2001
time: 00:25
  Old Post 20-01-2003 04:16
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Lose 30 kilos (of popups)

You guys are nuts. From a strategic point of view ramping costs and pop limits are great. Or are we talking about the "I want to spend 3 hours making 800 units and sending them all in at once OMG, LOL." point of view?

theponyguy1 is offline theponyguy1
Warlord
San Diego
Oct 2002
time: 05:25
  Old Post 20-01-2003 08:56
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Got spare money?

hey, I like that strategy

Anun Ik Oba is offline Anun Ik Oba
Emperor
Grace of God
Sep 1999
time: 00:25
  Old Post 20-01-2003 10:48
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No, don't take out ramping costs, because you will NEVER see a game with the option ON if you do.

quote:
so that people who like building all infantry armies or all tank armies aren't discouragedd from playing the game.


What's so bad about discouraging this kind of gameplay?

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 20-01-2003 11:37 Visit One_Dead_Villy's homepage!
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Avatar Enlargement: We've got the solution

the whole point of ramping costs WAS to discourage one unit armies

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 21-01-2003 06:56
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oh well, i wasnt thinking when i wrote that.

theponyguy1 is offline theponyguy1
Warlord
San Diego
Oct 2002
time: 05:25
  Old Post 23-01-2003 06:35
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Suffering from ads?

So is it building ramping,? Or unit ramping? BHG states that they really want the player to have a unique playing experience.
quote:
No, don't take out ramping costs, because you will NEVER see a game with the option ON if you do

So? If the majority of the people will turn it off, then why keep it in? Maybe an x-pack option?

HuangShang is offline HuangShang
King
USA, SoCal, L.A.
Jul 2002
time: 21:25
  Old Post 23-01-2003 06:42
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why wait for the x-pack, its either yes or no

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 23-01-2003 09:31 Visit One_Dead_Villy's homepage!
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quote:
Originally posted by Graham@BHG
"when did they take it out?"

We haven't taken out forts...


right. that was a rhetorical question

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 23-01-2003 09:33 Visit One_Dead_Villy's homepage!
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Put an end to popups!

Its UNIT ramping cost.

Every barrack unit (for example) u have in play will increase the cost of the next barrack unit you build. It doesnt affect say stable units. But any stable units you have in play will affect the cost of new stable units. etc.

theponyguy1 is offline theponyguy1
Warlord
San Diego
Oct 2002
time: 05:25
  Old Post 23-01-2003 09:38
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Got spare money?

dammit! I don't want the other unit's price to get higher. Does this apply to making peasants, cause that would suck more than Inari Vachs.

One_Dead_Villy is offline One_Dead_Villy
Prince
Toronto, Canada
May 2002
time: 00:25
  Old Post 23-01-2003 23:47 Visit One_Dead_Villy's homepage!
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Tired of ads?

no not to villagers only military so people dont just make one unit armies...but when i played the beta i did find this feature effect my play noticibly

 
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