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Re: [Human-beings-discuss] trying to move on


From: Régis Guinvarc'h
Subject: Re: [Human-beings-discuss] trying to move on
Date: Wed, 9 Oct 2002 18:09:37 +0000
User-agent: KMail/1.4.3

Le Mercredi 9 Octobre 2002 15:50, Guillaume Cottenceau a écrit :
> "Régis Guinvarc'h" <address@hidden> writes:
> > > The background idea is rather good but I always thought it would
> > > be more of a pain than a really enjoyable feature of the game.
> > > Maybe the strategy of attacking the fuel transports would be a
> > > plus, yes. Maybe you're right after all.
> >
> > on the same topic, there are the roads/railroads: we should find a way to
> > give them many more importance than they have in this kind of game, so
> > that you really need to control them to move. Something like big unit
> > *cannot* go off the road, only walking unit can. Actually, this is like
> > giving more importance to the terrain.
>
> i like the idea, though not entirely like that: in real-life the
> tanks can move on all the terrains, so why not keeping it
> civ-like, e.g. the speed of the unit is multiplied by 3 for
> roads, 10 for railroads (for example)?

not really through a mountain for instance, nor across a river without a 
bridge. but, yes, i supp it's easier to do

>
> also, let's not forget that doing like you suggest would IMHO
> impair much the starcraft-like fights because one would need to
> build roads dedicating to the attacks, so it would be very long
> just for one attack...

the idea is, instead of beginning from nothing, to have a few things already 
on the map at the beginning. Say that the story is you become the king of an 
existing kingdom, so that there are already roads, railroads, existing 
structures

>
> of course, whatever decision is made, these rules could be
> added/removed once a first "prototype" game will appear. I think
> it's very hard to guess the actual "scope" of this kind of rule
> when not trying it with the real game.
>
> [...]
>
> > > Anyone else has an opinion on that topic?
> >
> > one thing (from civ3): goods that were strategic ones in the beginning of
> > the game become common as time is passing. Thus, complex units do need
> > many different goods, but some of them are no longer of strategic types.
> > So only few of these goods are really sensitive for the complex unit.
>
> Hum, can you name these goods?


aluminium, charbon, chevaux, fer, petrole, caoutchou, salpetre, uranium (i 
haven't tried to translate them ;-). These are the strategic resources. While 
horses are of a great importance at one time, they become obsolete.




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