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[Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset
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[Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#8606) Some adjustments for buildings.ruleset
From: "Josh Cogliati" <jjc@xxxxxxxxxxxxxxxxxx>
Date: Wed, 28 Apr 2004 18:50:57 -0700
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >

On Wed, Apr 28, 2004 at 07:36:55AM -0700, imbaczek@xxxxxxxxxxxxxx wrote:
> 
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=8606 >
> 
> On 2004-04-28 you wrote:
> 
> > When it comes to the rules, I am a bit of a wary conversative. It is easy
> > to make poor decisions whose ramnifications we cannot easily see until
> > much later. So I do not a single, radical changes to destroy ICS or
> > smallpox. I want a series of smaller changes that make other strategies
> > viable.
> 
> Too conservative, perhaps. Small changes won't work, and any small
> change that brings more power to largepox strategies won't be
> considered as small by anybody.
> 
> IMHO there's no point in tweaking the rules, as they are simply
> broken; a complete and thorough redesing will be needed to achieve
> balance. One way to do this would be through increasing costs of units
> and making them dependant on buildings, so an ICS-er could build lots
> of small units which would be easly blown away by one powerful unit of
> a largepoxer. I also think that a rethink of trade/science system would
> be exceptionally welcome, but I have no ideas how it could look.

Why not create a new ruleset?  
 
-- 
Josh Cogliati





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