[Freeciv-Dev] [Usenet][ICS] Re: Where even MoM comes up short
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While talking about Master of Magic (MoM):
http://groups.google.de/groups?hl=de&lr=&ie=UTF-8&oe=UTF-8&frame=right&th=421d54b7e40c72c5&seekm=yGNxb.85467%24Eq1.16148%40twister.rdc-kc.rr.com#link13
Interesting points here:
> Gameplay concludes when a player has reached a certain number of
> victory points.
You can do that with Space Empires IV, too. Actually, what I want
is for games to stay challenging longer. I keep winning before I
get to put the cool high tech stuff into action. Yes, one can start
the game with the whole tech tree revealed, but that's not as fun.
an idea:
How about slowing the big empires down by introducing weaknesses?
If an empire is small and threatened, its people pull together and
can be quite effective. If an empire gets large, powerful and
wealthy, corruption and rivalry will set in. This could be modeled
by introducing some additional rules:
a) bribery for information: spying the enemy would carry a cost
inversely proportional to the size of teh empire, i.e. it would be
cheap to spy ona large foe and expenive to spy on a small one
one answer:
In my experience when a game tries to limit your power when you grow
large (eg civ 3 and its corruption model) I find it frustrating.
These systems serve only to alleviate an AI's shortcomings and
frustrate the player by elongating the victory time. I dont want
all my hard work ruined by the game allowing the crappy small
nations to bribe my kick-arse hero unit simply because I played
better than them.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
"If at first you don't succeed... well so much for skydiving."
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