Re: [Freeciv-Dev] map contribution question
Horn Gábor <Horn.Gabor-/[email protected]>
| Newsgroups | gmane.games.freeciv.general,gmane.games.freeciv.devel |
|---|---|
| Message-ID | <1061730579.1117.34.camel@Lunar> |
Hi! Pille, thx for your opinion. I have some comments to it: > Think its no problem to add maps to ~/freeciv/data/screnario/ on > pubserver. Ask nouja and i think he will add them. Thx, i'll do this. > > As i see to keep it fair, we'd need some rules. They would work well > > only after a working client authorization, w/o that we have to assume > > fair play. If there's no such mechanism atm, i'd suggest something like > > this: > > When some players can have more than other players the mechanism can't > be fair. U mean using multiple nicknames? If u do, i agree. Client authorization would be very nice, we cannot guarantee fair circumstanes w/o that. Not only in connection w/ maps, but in any terms. under "fair" now i mean fair in the rankings. > That is usual for scenario maps. > Only we don't have predifined positions for teams ... I think starting positions are absolutely vital in duels. W/o being able to set the starting pos, islands have to be very 'homogenous' (or u can say boring) to keep the choices of the player close. > I can remember something like that was in quakeworld.=20 > "map dm4" or short "dm4" and you changed to that map. Also cycling was > usual. yes. In quake 3 there's a vote mechanism to change things like that. Any player can propose a vote for map changing, if the majoity votes yes then the server changes the map to the desired ones. I think it's a perfect solution for this, if we could implement it it would be great. > Yes you are righti that that wouldn't be fair. But i think the maps=20 > should be open for all. Good scenarios aren't good because people don't > know much about them. They are good because different strategies are > possible. i partially agree. I don't know scenario maps much, so i should examine them deeper. I agree that it's possible to create maps which r fun even if u know where's the opponent, but i think loosing the role of eploration affects the gameplay in a negative way. Eg think of the expansion islands that cannot be seen w/ explorers, or exactly 3 tiles away, so after moving 1 w/ trireme away from coastal, u have to risk a sank if u dunno the sland. If u knopw that is there, u simply build a city there. I think if recording 'who played on this map' takes too much resource, we could do this: we could have an 'initial' time for any new map, when we should see who played/watched them./ We should keep this for 2-3 weeks, so who wanna play on that w/o knowing the map, can do. After this period map should became open. I dunno exactly now if all the played gamees on pubserver r recorded and keeped, or the records r deleted after some time. > I don't think that its possible to get good to player unknown maps with > your system. > After some time some player have somewhere on their computers the maps > from the old games. And new players not. Well if sombody really wanna cheats, i doubt u can stop him. But again, a working client authorization would solve 80-90 percent of the preobklems regarding to this type of cheats i think. That would be a great step (together w/ modifying the ranking to have it handle alliances eg) towards getting freeplay back again. > > To get fair unknown maps we have to make the mapgenerator better. But to > do that, we have to write down how a fair map has to look like. > Sure, that is a very important way too. I think maybe if more people would start to design maps, more would understand and maybe be able to explain why a map is fair or not. And there r some 'finess' things, which i think would be very very hard to code. Eg proper layout of inner lakes (their shape, distance from coastal, and specials artound them). Overall I think then i'll work a bit on this, and upload it, maybe it worths a try, then the community will decide :) bye, hirisov