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lord of the mark
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FUKCOV - Former United Kingdom Colony of Virginia
Dec 2000 time: 00:28
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quote: Originally posted by Boris Godunov
Re: realism.
Realism is good, but it depends on what kind of realism. The minutae involved in maintenance costs may be more realistic, but that's not the kind of realism that makes a game fun--on the contrary, its what makes it tedious.
Striving for realism in a historical strategy game should be about having realistic outcomes for situations, realistic progressions for a civilization, realistic results for a war, etc. Making the player become a bean counter may be "realistic" to some, but to me it's just tedium. I'd rather the effort be invested in making the interesting aspects of a game more realistic. |
boris - logistics is part of what makes all those things.
i remember starting a civ2 ww2 scenario - i think it was 2194 days of war - i was playing as brits - the germans in north africa, instead of attacking toward my positions in egypt, flanked me by heading across the desert towards Khartoum!!!! Good move, I suppose. Ever wonder why Rommel didnt try it? Cause he coudnt move supplies across the desert. And since civ2, which does have unit maintenance, doesnt require supply lines, this stuff happens. It happens in regular random map games too, - you just see it more clearly in a scenario. Yet most non-grognards hate logistics micromanagement. You leave that out, youre not gonna have a realistic war. Period.
But thats ok. This is an RTS, and need not be that completely realistic - giving up realism for gameplay is a valid choice. And attrition may work as a partial, abstract substitute. But if you want realistic battles, you will need boring logistics stuff. Too much of military strategy is based around cutting the other guys supply line and protecting your own (Jomini, etc) But i suspect most non-grognard gamers are not particularly interested in realistic battles.
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Boris Godunov
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Portland, OR
Aug 2001 time: 00:28
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Re Supply lines: This was automated rather successfully in Heats of Iron, but that is a far different kind of RTS than RoN and its ilk. Without the province structure, it doesn't work. Civ3 abstracted it some by making it so units couldn't heal inside enemy borders (which is a step removed from RoN's attrition model). I have no problem abstracting that.
GalCiv has a somewhat more artificial system, in that your ships simply can't travel outside a certain distance from the worlds you control. You can expand this distance with advanced technologies, however. I think something like that would be great in a Civ game, as it would also help impede ICS.
RoN doesn't have a timescale--no "years" go by. But in terms of timescale, it's rather hectic. I have had an entire age go by without using any of the units allowed by it. Progress is very fast--that's what comes with a game designed to be played in an hour. Distance is also totally abstracted, so gauging that is impossible.
That being said, I think it would be possible to create a game which had a more realistic historical arch, it would just be an incredibly daunting task. Accounting for the rise and fall and rise and fall and rise and rall etc. of civilizations would require a lot of code.
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