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To: saywhat@xxxxxxxxxxxx
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Project goals
From: Per Inge Mathisen <per@xxxxxxxxxxx>
Date: Thu, 6 Jul 2006 06:38:03 +0000 (GMT)

On Wed, 5 Jul 2006, saywhat@xxxxxxxxxxxx wrote:
Arbitrarily limiting the number of cities will turn players away from the
game in disgust.

 I disagree; but maybe I'm not understanding you.  Are you
saying that players who play Freeciv would stop playing it if the
maximum number of players was lowered to 10 (let alone 5)?

The number of players is a game setup (pregame) limit, not an in-game limit. Pregame limitations may be annoying but they do not endanger suspension of disbelief in the same way. The fundamental requirement for in-game limitations is that they be plausible in some way.

An example of a bad in-game limitation is in the Lord of the Rings RTS game, where, because the graphics engine consumes so much CPU, the limit on how many units you can produce in multiplayer is so low that you have trouble defending and attacking on a large map, no matter how good your production. When you reach the limit, the game just says "too many units" and prevents you from building more.

- controlled by an option, of course.

Then it becomes irrelevant.

 I don't understand.  It seems like you are saying that
choosing the maximum number of players is irrelevant.

It seems like I was talking about cities, not players.

3) Alliances become essential for many players.

In multiplayer, alliances are already overpowered.

 I don't understand.  Do you mean "overpowered" as in
"alliances are too powerful" or as in "alliances are easily
defeated"?  (I don't play online; so all that I know about online
Freeciv games is gleaned from posts on these lists.)

Too powerful.

  - Per



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