Re: Freeciv League
Horn Gábor <Horn.Gabor-/[email protected]>
| Newsgroups | gmane.games.freeciv.general |
|---|---|
| Message-ID | <1044229152.5326.60.camel@gentoo> |
Hi! Not sure if it is a good idea. The proper use of specials is a hard thing, and an indicator of skill. It has nothing to do w/ luck, and competitions r for measure the skill of players. Eliminate the things that r useful, it is not a good idea imho. If u plan a competition, u have to provide circumstances under skill decides in most cases. And don't forget an average freeciv game ends about 500-800, not 2000...and lasts for 2-3 hours. I'm not sure the majority has time for 8-9 hours games, which are driven by simply rules. When you reduce the number of factors, you reduce the fun and the place for skill. In freeciv competitions not the high number of parameters is the problem, but the high random factor. We need a way imho with we can (optionally) reduce the random factor AND keeping (or improving) the number of parameters. It's a later problem how we can adjust rules to avoid having cruisers in team games in 1500 bc...which is obviously doesn't fit w/ spirit of Civilization (or its original goal) itself. bye, hirisov 2003-02-02, v keltez=E9ssel John Wheeler ezt =EDrta: >=20 > There is a much simpler (though not necessarily > better) solution to providing equality for tournament > play: set specials and rivers equal to 0. Most of the > problems mentioned deal directly with specials, so by > eliminating them the inequalities more or less go > away. (However, having played dozens of games that > way, when there are no specials there is a huge > advantage to putting your cities on hills with rivers, > as you keep the trade even after mining.) This also > has the benefit(?) of making it a real struggle to > launch a spaceship by 2000. >=20 > ++JohnWheeler >=20 > __________________________________________________ > Do you Yahoo!? > Yahoo! Mail Plus - Powerful. Affordable. Sign up now. > http://mailplus.yahoo.com >=20 >=20