[Freeciv-Dev] Re: Project goals
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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
[Freeciv-Dev] Re: Project goals, saywhat, 2006/07/06
[Freeciv-Dev] Re: Project goals, saywhat, 2006/07/07
[Freeciv-Dev] Re: Project goals, saywhat, 2006/07/09
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