[Freeciv-Dev] Re: [Freeciv] Re: FreecivNG (Re: Freeciv goals)
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Also, try to make it so the game doesn't overly favour one strategy, as it
currently does. I recall that I could win, in many different ways, using at
least three different strategies under Civ and Civ2, so shouldn't that be
aimed for in FreeCiv?
"They should either come down and say hello, or they should go away."
Sam BC
-----Original Message-----
From: freeciv-bounce@xxxxxxxxxxx [mailto:freeciv-bounce@xxxxxxxxxxx]On
Behalf Of Tobias Brox
Sent: 02 March 2000 00:26
To: Lalo Martins
Cc: freeciv@xxxxxxxxxxx
Subject: [Freeciv] Re: FreecivNG (Re: Freeciv goals)
> Yes, design! :-D I can volunteer to head this project. By now
> most people probably realized I'm better at planning and
> designing than actual coding. Would we need a different list or
> just spam, I mean use, this one?
Let's discuss the great lines rather than the details. What will
contribute to a better game play?
I think we should focus on:
- reducing micromanagement
- increasing the possibilities for macro management
- making the game more balanced; it would be more exciting to keep playing
if the underdog always had a chance to gain power by superiour strategics
- adding features which might help making more possible winning
strategies.
- balance the game, try to avoid getting to the point where there is
_one_ well-known ultimate winning strategy. Today I think the _one_
well-known ultimate strategy is to mass-produce settlers early in the
game, expand rapidly and build a lot of tiny cities wherever it's
possible.
- Increase realism
- Anything else?
If we can agree on such a list of main design goals, we might discard any
idea that doesn't score at at least two points of the list.
--
Tobias Brox (alias TobiX) - +4722925871 - _urgent_ emails to
sms@xxxxxxxxxxxxxxxxxx. Check our upcoming MMORPG at
http://www.anarchy-online.com/ (Qt) and play multiplayer Spades,
Backgammon, Poker etc for free at http://www.funcom.com/ (Java)
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