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Thread: Scalability, the best way to give everyone what they want.

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    Default Scalability, the best way to give everyone what they want.

    I've read quite a bit about the different level of detail people want and about balancing the game between accesiblity to new and more casual gamers vs stratagy enthusiasts. I think the best way this issuse can be addressed is with game scalability in the set up options. Of the more made available adds to the time and resource investment in the game, but can also add additional and customizable levels of dificulty which increases replay value.
    For example take the number of turns. As I understand this is going to be 2 per year. I have seen quite a few saying they would prefer 4. It would be nice if you could set this on an option so you could choose say 1, 2, 4, 6 or 12 turns per year, with all 4 seasons in the last 3. The number of turns per year should then affect production rates. A unit that would take 1 turn on two turns per year would take 6 on 12 turns per year, and you could build 2 a turn on 1 turn per year. This might also be useful if you could change the number of turns per year mid-game. So if you were just working on building up your armies and infastructure you could ste it to 1 turn per year and churn stuff out until you were ready to move your armies out.
    Antohter area could be supply line detail, army retaining method, etc.

  2. #2
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Scalability, the best way to give everyone what they want.

    Too Much else has to be changed for this to be flawless.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  3. #3

    Default Re: Scalability, the best way to give everyone what they want.

    It could be something implimented in a future TW. Even adding a time unti slector to the bottom of the campaign map.

    What's some things that would need to be changed?

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    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Scalability, the best way to give everyone what they want.

    Character Ageing, tech events, movement, seasons, building/recruiting etc
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  5. #5

    Default Re: Scalability, the best way to give everyone what they want.

    When the last number in the year changes the character ages. I think they said that tech events is resarch based now not triggered events. I addressed building. Movement could be an issue, a change in time unit setting might have to be done at the beginning of a turn to adress that. Are you talking about how the game will behave when played or issues of coding such flexibility?

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    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Scalability, the best way to give everyone what they want.

    Both really. The increase in playtesting required to get it working would probably not be worth it.
    Quote Originally Posted by TosaInu
    The org will be org until everyone calls it a day.

    Quote Originally Posted by KukriKhan View Post
    but I joke. Some of my best friends are Vietnamese villages.
    Quote Originally Posted by Lemur
    Anyone who wishes to refer to me as peverlemur is free to do so.

  7. #7
    Undercover Lurker Member Mailman653's Avatar
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    Default Re: Scalability, the best way to give everyone what they want.

    Quote Originally Posted by pevergreen View Post
    Character Ageing, tech events, movement, seasons, building/recruiting etc
    Mods usually can make these changes

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