[Freeciv] Re: Kind of cure against "smallpox"?
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Have you tried the server variable citymindist already ? We had
the same problem in our lan games and were very surprised how a
simple variable could affect gameplay that positive.
Mfg,
ChaosE
On Fri, 2 Aug 2002, Per I. Mathisen wrote:
>
> On Fri, 2 Aug 2002, Zbigniew Baniewski wrote:
> > > > 2. Production is 20% cheaper (or arbitrary percent) in cities larger
> > > > than
> > > >size of 5 (or arbitrary size, set by player)
> > >
> > >This should be caused by a building that gives this effect, not by some
> > > magical, arbitrary effect.
> >
> > I can't understand, why did you call it a kind of magic. Is it something
> > magical, that in large towns mass production is much cheaper than in
> > several single workshops? It's obvious, in my opinion.
>
> It is magic because it happens outside the normal game mechanics. In the
> game, cities are improved by workers, specialists and buildings. New (at
> least beneficial) effects should be added by adding a new type of
> building with that characteristic.
>
> Too many different game mechanics confuse the player. How many players
> know about existing "magical" settings like science cost doubling after
> year zero, for example? Such hidden mechanics are bad design.
>
> Yours
> Per
>
>
>
--
Dipl.-Math. Karl-Ingo Friese
Wissenschaftlicher Mitarbeiter
Institut für Angewandte Systeme
FG Graphische Datenverarbeitung
Universität Hannover
Welfengarten 1, D-30167 Hannover
Tel.: +49 (0)511-762 2913 Fax.: +49 (0)511-762 2911
email: kif@xxxxxxxxxxxxxxxxxxx
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