Announcement

Collapse
No announcement yet.

Dips too powerful?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Dips too powerful?

    do you beleive diplomats are to powerful?

    personally, i do, i dont remember any time in history that a ity was bought.
    34
    My god, they are WAY overpowered!
    20.59%
    7
    They could use a toning down.
    35.29%
    12
    No, there fine as is
    20.59%
    7
    I beleive they are a little weak
    8.82%
    3
    The are way underpowered in my oppinion!!
    5.88%
    2
    dont know (or) what are dips??
    8.82%
    3
    "Nuke em all, let god sort it out!"

  • #2
    I think they are fine as is. Maybe a few changes possibly but no major revampment. I don't really use them too often anyways so it doesn't matter too much to me.
    However, it is difficult to believe that 2 times 2 does not equal 4; does that make it true? On the other hand, is it really so difficult simply to accept everything that one has been brought up on and that has gradually struck deep roots – what is considered truth in the circle of moreover, really comforts and elevates man? Is that more difficult than to strike new paths, fighting the habitual, experiencing the insecurity of independence and the frequent wavering of one’s feelings and even one’s conscience, proceeding often without any consolation, but ever with the eternal goal of the true, the beautiful, and the good? - F.N.

    Comment


    • #3
      They shouldn't be abel to plant nukes without an extra cost.
      Alex

      Comment


      • #4
        Actually, it's rather difficult to decide if the dips are too powerful or not without actually playing CIV3 first...
        ____________________________
        "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
        "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
        ____________________________

        Comment


        • #5
          I use more dips and spies in a game than any other unit. They have good movement, can establish embassies, can steal techs, can destroy upgrades, and bribe units and cities.

          Having said that, I recognize that they are powerful and cheaply purchased. But I think the diplomat isn't too powerful because of the one time use limitation. Also there is almost no chance (maybe no chance at all) for a dip to steal a tech without causing your civ to get into a war.

          However, the spy is an extremely powerful unit. Perhaps only the stealth fighter is more powerful and that costs a lot of shields to produce (80). A spy only costs 30.

          Comment


          • #6
            I love spies and dips,although i have the impression there odds sometimes are different for Human and AI.
            Maybe the tasks of spies should be split up in 2 or 3 different units(spy(ambassy,steal tech,..),terrorist(nuke,bombing things,..),assasin(guess)).

            Shade
            ex-president of Apolytonia former King of the Apolytonian Imperium
            "I have not failed. I've just found 10,000 ways that won't work." --Thomas Alva Edison (1847-1931)
            shameless plug to my site:home of Civ:Imperia(WIP)

            Comment


            • #7
              Well at least it isn't CtP with the ridiculous Slavers, Corporate Branches, Lawyers and Nanowarriors or whatever they were called...

              Diplomats look like sugar plump fairies in comparison...
              Speaking of Erith:

              "It's not twinned with anywhere, but it does have a suicide pact with Dagenham" - Linda Smith

              Comment


              • #8
                with the proliferation of those other units, CTP did do something good about dips.

                In CTP a dip could only view a city or establish embassy. could not steal tech or bribe. I think the same limitations should apply. get rid of the dang diploblitz strat.

                Spies are also overpowered. my horde of spies can reduce a city to a worthless pile of junk in a couple of turns. buying cities is absurd, planting nukes should require a cost, etc.
                Any man can be a Father, but it takes someone special to be a BEAST

                I was just about to point out that Horsie is simply making excuses in advance for why he will suck at Civ III...
                ...but Father Beast beat me to it! - Randomturn

                Comment


                • #9
                  I'd say that dips/spies should be kept the same, but that cities should be able to build an improvement (CIA headquarters or something along those lines) that increases the cost/reduces the chance that a dip/spy action will succeed, and that also makes units produced in that city more expensive/difficult to bribe. Allow for another unit available later in the game (Counter-Terrorist or something) that is fairly weak on offense and defense and has a movement of 1 but which significantly reduces the chance that an enemy spy action will succeed; the upkeep cost of the CT would be prohibitively high, though, so it would be inefficient to put one in every city.
                  <p style="font-size:1024px">HTML is disabled in signatures </p>

                  Comment


                  • #10
                    I like Technophile's suggestion of the specifically counter-espionage unit. Maybe a city improvement would do the trick, like a courthouse but much more efficient and limited to this use only.
                    12-17-10 Mohamed Bouazizi NEVER FORGET
                    Stadtluft Macht Frei
                    Killing it is the new killing it
                    Ultima Ratio Regum

                    Comment


                    • #11
                      in civ 2 if u build a courthouse the bribing cost doubled.

                      and if u placed a diplomat or spy in your city (fortified), it can block attacks (including bribe)
                      "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                      - Ender, from Ender's Game by Orson Scott Card

                      Comment


                      • #12
                        With the exception of city-bribing, I don't think dips/spys were over-powered. City-bribing though is unrealistic, especially in the modern age. I do hope that they keep the SMAC innovation of framing other Civs/leaders

                        Comment


                        • #13
                          City-bribing is totally unrealistic and not really fun in terms of gameplay.

                          Framing other civ leaders is great! I definitely hope that that's included.

                          I don't like the idea of having to place a spy in every cityto defend agasint attacks. Seems a bit excessive. I hope there's a wonder to do this for me (like in CTP).

                          Spies are great units when used well, but I don't think that they should be as powerful as they have been in the past. I think splitting the spy's functions into a terrorist (who causes destruction and mayhem) and a spy (who is focused on reconnisance). Thatway no one unit would be too powerful. I would like more options for the terrorist though. Simply destroying buildings and poisoning people isn't enough. I want more options....

                          Comment


                          • #14
                            I don't like the idea of having to place a spy in every cityto defend agasint attacks. Seems a bit excessive. I hope there's a wonder to do this for me (like in CTP).
                            I've often thought about this since I gave up dumb ol' CtP2.

                            This could make a great minor wonder for civ3, but it might also unbalance things. It's really hard to say. It's too late to add this to the main game anyway (unless it's already in )

                            About spies and terrorists: I don't think I would mind too much if they were split up, but it could just add another non-functional unit for some. Also - when you start splitting units like this, you run the risk of CtP syndrome where you have 6 different units that all end up being relatively useless.

                            Comment


                            • #15
                              What do you mean city bribing is unrealistic? Its very realistic, and historically accurate.

                              Throughout history leaders have bribed cities to surrender, bribed people within the city to open the gates, bribed troop divisions to mutiny, . . . . you get the picture.

                              In the era of "nobility" it was just as common. I bribe your duke to forswear you and join me by offering him land and/or gold. Bing bang boom. U lose.

                              The problem in civ is that you don't have empires of a hundred cities, a thousand towns, and ten thousand villages. You have empires of 20-80 cities. Having another empire bribe was is like canada buying off the governor of north dakota and expecting the dakotans to be happy with that. Possible, but unlikely.


                              What about just taking away their extra movement point?
                              By working faithfully eight hours a day, you may get to be a boss and work twelve hours a day.

                              Comment

                              Working...
                              X