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[Freeciv] Re: city smallpox (was: Some questions)
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[Freeciv] Re: city smallpox (was: Some questions)

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Cc: Freeciv users <freeciv@xxxxxxxxxxx>
Subject: [Freeciv] Re: city smallpox (was: Some questions)
From: Nathan Lovell <lovell@xxxxxxxxxxx>
Date: Tue, 19 Dec 2000 15:20:08 -0700 (MST)


On Tue, 19 Dec 2000, Bobby D. Bryant wrote:

> Reinier Post wrote:
> 
> > This is a great idea, except that you'd be very much in the advantage
> > if you knew the possibilities in principle, and that the chance of
> > winning becomes much more dependent on luck.  Seeing how few games
> > are played with generator 1, huts > 0, and techlevel > 0 (three
> > *existing* ways of doing basically the same as your proposal) I don't
> > think many users would actually play with randomized tech effects.
> 
> That's the heart of the problem: the developers all seem to think that 
> everyone plays the
> way they do.
> 
> After various discussions in various forums, I have concluded that there are 
> two classes
> of gamers, and that neither can understand the other's motivations.
> 
> FWIW, I use *all* the features you mention above *every* time I play 
> solitaire.  And I
> don't play competition at all, because the competition players all want full 
> certainty so
> they can win by playing a scripted solution.  I'm happy if that makes them 
> happy, but it
> doesn't appeal to me at all, so I don't play on the server.
> 
> No flamewar intended; if the two types of player can't understand each other, 
> they
> certainly won't convince each other to "come over to the {dark,light} side" 
> by means of a
> flamewar.  I'm just saying it would be nice if the developers would consider 
> including
> some requests as options, since some of use really would use those requests.

Hear! hear!




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