Ok, I don't want to steal Fairlines thunder for any scenarios (though I think it would be pretty cool), but the idea did come up.
and I'm sure some people will groan a bit that I did indeed make a thread for this.
Or beat me senseless...
Exile did make a good point in the pre steam graphics thread that many sports games do not convert well to computer games:
I agree, as some sports do not convert well to Civ2. American Football is one of them. American football has too many rules and the way the game is played (first downs, field goals, etc...) just doesn't translate well to Civ2. This same holds true for baseball, basketball, and a few others (bear with me I'm American).
Though, and I will make this a big "BUT", I think a form of soccer might be a viable game to play, at least in the "hotseat" game style between two opposing players.
To quote my previous post from the pre-steam graphics thread:
The ball in question would be an air unit with the missile flag (killed on attack) with a small range/movement/attack, was "passed" between units with a carrier/diplomacy flag, and was ultimately supposed to be sent to a goal (city on a goal-like terrain graphic with scoring units within).
If the ball (missile) were to attack an opposing player the ball would be destroyed, of course, but then a rule could be made that interceptions could be automatically brought back to the opposing teams side (unit killed by "team red", team red gets re-pop of ball in square xx), eliminating the problem of the ball being destroyed when it hits an opposing player's unit.
Goals could be counted by how many "goal" units were destroyed in each opposing player's cities by the ball (missile). After each goal unit was destroyed the ball would repop in the center of the field as the scoring teams unit or the scored upon teams unit (whatever rules you want for posession).
Defensive and offensive plays could be achieved by either:
1) Scoring by attacking each players city (goal)
2) Passing the ball between players
3) Intercepting (bribing) an errant ball
4) Blocking the path of the ball with your units
Each ball player has the carrier, sub, and diplomacy flag. No attack points are given to any units but the ball. Their are no out-of-bounds as the field is fenced in by allied AI non-movement units.
The scenario ends on a set number of turns mimicking the game clock.
There could even be one unit out of each team that could be a bruiser unit. This unit could attack a non-attack unit, sending the attacked unit to the "sidelines" (attacked unit re-pops on the team bench) far enough away that it takes a few turns for that unit to come back on the field mimicking a player being hurt.
Now of course this is all speculation from memory and recent scenario development, but I think this is doable.
Am I a bit crazy? Yes. But then again I do have a fair knowledge of the Civ2 engine. Anybody else think this is doable?
and I'm sure some people will groan a bit that I did indeed make a thread for this.
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
Exile did make a good point in the pre steam graphics thread that many sports games do not convert well to computer games:
Ok, about "sports" games . . . . .
This was done once before.
Many years ago, there was a wargame source that some of us used and remember. It was a magazine called Strategy & Tactics, and the gimmick was that each issue came with an Avalon Hill-style-wargame. I recall the issue that the genii at S & T put out with a "sports" wargame called "Scrimmage." It was about (the American version of) the game of football. I didn't like it. At all.
And I wasn't the only one.
In each issue of S & T, a feedback card was included and the results of each feeback survey was also published in the magazine. In the entire history of S & T, there was no other game that received worse feedback ratings than Scrimmage. Everyone hated it. They even got mail about hating it. They didn't ever do a "sports" wargame again.
This was done once before.
Many years ago, there was a wargame source that some of us used and remember. It was a magazine called Strategy & Tactics, and the gimmick was that each issue came with an Avalon Hill-style-wargame. I recall the issue that the genii at S & T put out with a "sports" wargame called "Scrimmage." It was about (the American version of) the game of football. I didn't like it. At all.
And I wasn't the only one.
In each issue of S & T, a feedback card was included and the results of each feeback survey was also published in the magazine. In the entire history of S & T, there was no other game that received worse feedback ratings than Scrimmage. Everyone hated it. They even got mail about hating it. They didn't ever do a "sports" wargame again.
Though, and I will make this a big "BUT", I think a form of soccer might be a viable game to play, at least in the "hotseat" game style between two opposing players.
To quote my previous post from the pre-steam graphics thread:
Hmmmm, crowd noise provided through events, players all have the carrier flag with no attack points, the ball is an air unit, soccer field terrain tiles... oh my God! Fairline, I think you may be on to something.
If the ball (missile) were to attack an opposing player the ball would be destroyed, of course, but then a rule could be made that interceptions could be automatically brought back to the opposing teams side (unit killed by "team red", team red gets re-pop of ball in square xx), eliminating the problem of the ball being destroyed when it hits an opposing player's unit.
Goals could be counted by how many "goal" units were destroyed in each opposing player's cities by the ball (missile). After each goal unit was destroyed the ball would repop in the center of the field as the scoring teams unit or the scored upon teams unit (whatever rules you want for posession).
Defensive and offensive plays could be achieved by either:
1) Scoring by attacking each players city (goal)
2) Passing the ball between players
3) Intercepting (bribing) an errant ball
4) Blocking the path of the ball with your units
Each ball player has the carrier, sub, and diplomacy flag. No attack points are given to any units but the ball. Their are no out-of-bounds as the field is fenced in by allied AI non-movement units.
The scenario ends on a set number of turns mimicking the game clock.
There could even be one unit out of each team that could be a bruiser unit. This unit could attack a non-attack unit, sending the attacked unit to the "sidelines" (attacked unit re-pops on the team bench) far enough away that it takes a few turns for that unit to come back on the field mimicking a player being hurt.
Now of course this is all speculation from memory and recent scenario development, but I think this is doable.
Am I a bit crazy? Yes. But then again I do have a fair knowledge of the Civ2 engine. Anybody else think this is doable?
![Big Grin](https://apolyton.net/core/images/smilies/biggrin.gif)
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