zakusan
02-07-2002, 22:27
(Preface: yes this is about a multiplayer campaign, and that issue has been well-discussed here. But I think I have a small point here, worth mentioning. So sorry if you are sick of the topic.)
Ok I know this question about multiplayer campaign is going over old ground, but doesn't it seem that many of the objections to a multiplayer campaign don't arise in connection with the mongol campaign. I mean, there are only two players, for a start, so the problem about some players having lots of battle during a turn and others with none for that turn and a really long a boring wait doesn't arise. Ok, sure, there are ronin battles etc--but why not automate them, ie not allow players to take personal command of such battles. Problem solved, by means of a mechanism which is already a part of the game. Then there is the problem about timing the turns-- when are the turns resolved, simultaneously, which cause problems with incompatible moves (P1 attacks province A from B, p2 attacks B from A, where is the battle held?). Well, perhaps others have noticed the similarity between the tactical level of STW and the board game RISK. RISK works just fine by having players take turns, one at a time. P1 moves, any battle caused by the move are resolved, then P2 moves, battles are resolved, and so on. I see no reason why that can't work, and the wait for a 2 player game probably wouldn't be that bad, and could be limited if needed. I know there is a lot more to condider, but seriously-- couldn't this be done, and done fairly easily? 2 Player campaign is better than nothing, and all of the building blocks are already present in Mongol Edition.
Ok I know this question about multiplayer campaign is going over old ground, but doesn't it seem that many of the objections to a multiplayer campaign don't arise in connection with the mongol campaign. I mean, there are only two players, for a start, so the problem about some players having lots of battle during a turn and others with none for that turn and a really long a boring wait doesn't arise. Ok, sure, there are ronin battles etc--but why not automate them, ie not allow players to take personal command of such battles. Problem solved, by means of a mechanism which is already a part of the game. Then there is the problem about timing the turns-- when are the turns resolved, simultaneously, which cause problems with incompatible moves (P1 attacks province A from B, p2 attacks B from A, where is the battle held?). Well, perhaps others have noticed the similarity between the tactical level of STW and the board game RISK. RISK works just fine by having players take turns, one at a time. P1 moves, any battle caused by the move are resolved, then P2 moves, battles are resolved, and so on. I see no reason why that can't work, and the wait for a 2 player game probably wouldn't be that bad, and could be limited if needed. I know there is a lot more to condider, but seriously-- couldn't this be done, and done fairly easily? 2 Player campaign is better than nothing, and all of the building blocks are already present in Mongol Edition.