[Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long)
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Aliaga <aliaga@xxxxxxxxxxxx> wrote:
[snip]
It seems we all agree on that. But I try to be careful when calling
something a loophole. Let's face it: clever players will always find
a new way to up their performance. Not all of these will be "illegal" nor
should be banned. In a game based in a few rules, however complex their
interactions, the brain of the Homo Sapiens is bound to find some trick or
other... and remember the whole species is suspected to have a penchant for
war AND tricks... something in our DNA-based rules.txt, maybe... :-)
I didn't use the word "loophole" simply because I like the sound of it. I
think I did found a loophole in the game which makes a game-unbalancing
strategy like ICS possible even at the highest difficulty setting. Clearly,
the concept of unhappiness and the existence of number-of-cities thresholds
are designed as game-balancing features to limit the extent of outward
expansion, i.e. once you have reached a certain number of cities, it makes
more sense to expand upward (grow your cities bigger) rather than outward
(found more cities) because you will run into hapiness problems if you have
too many cities. However, it can be circumvented in CivII by using a
certain wonder or form of government. That's what I call a loophole, and it
can be easilly fixed in Freeciv (because the source is free, of course).
My wish would be that for every possible "loophole" or "surefire" trick
there would be a way to nudge things so that successful strategies can be
waged against unavoidable defeat, thus allowing
variety and fun to exist.
ICS in itself is not really a "loophole", or even a "surefire" trick. It
simple enjoys too much of an advantage due to the basic design of the game,
and if there is no measure to limit its effectiveness, it will simply make
any alternative strategy obsolete, while at the same time render a great
part of game feeatures utterly irrelevant. Fortunately, a counter-balancing
measure is already built into the game. The question is simply whether
people are willing to use it or not.
I know of at least one other good strategy game where that's the law
of life, and there exist at least twenty "unstoppable" ways to win...
True, it has needed a great deal of playtesting and bug-squashing and
cheat-stomping over the years, but it's my only other candidate to
excellency against Civilization.
Here is hoping enough people will embrace this idea to make a different kind
of Freeciv game possible.
Mike
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- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/10
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Aliaga, 2001/01/10
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/10
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), K, 2001/01/11
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/11
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/11
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long),
Mike Jing <=
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/11
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), 蔡恆華, 2001/01/12
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), K, 2001/01/12
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/12
- [Freeciv-Dev] Re: Civ II player puzzled by ICS strategy (long), Mike Jing, 2001/01/12
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