I think scenarios should be able to be made over any turn length, to fit in with the game. Well actually, if the user decreases the implements ot months/days,etc then this can increase the amount of turns. Anyway, i don't know what I mean
| quote: Generally I think this would be a pre-planned turn system. Players would plan the coming turns, they would not change orders "real-time". The orders you give would be buffered, and at the beginning of the next turn they would become effective. This would simplify the system, and reduce the hassle. |

In fact, the system amjayee just described is exactly what I have had in mind for a long time. Except for the minor fact that I didn't seriously consider making the game time per turn a variable, but that is only an improvement.| quote: Originally posted by korn469 on 03-13-2001 03:47 AM so we need to make the following things Host machine options [*]how often the game updates[*]how long each turn represents[*]overall length of the scenario/game |

| quote: this way the game could automatically tell you about how long the game will take to play...i still think that we should have a default setting where people join the game and play from the the beginning of history to present day and the total gameplay time would be about one year with the game running 24/7 |
| quote: [*]GGS being basically multiplayer |
| quote: [*]giving general commands to units (a specific order system will harm GGS...this has been my problem with preplanned turns all along...though many of you might have always defined preplanned turns as nonspecific commands to the unit AI i assumed that preplanned turns was a very specific and detailed way of telling your units exactly what to do) |
| quote: [*]turns update automatically as long as the server is unpaused |

| quote: [*]making this game as point and click as possible |


| quote: The game is already complex enough, methinks, and needs no further complications. Of course, if we are willing to compromise with realism then this is not a problem, but I would have to protest. |
| quote: Originally posted by TempLeland on 03-08-2001 06:52 PM Game time vs. real time: It has been planned elsewhere that the game should span from the rise of the first cities to modern times, that is approximately 6000-10000 years (okay, my memory isn't what it used to be ... correct me here!). if one turn translates to one year, that gives 6000 turns. If one turn lasts fifteen minutes, one game would go on for about two months, 24/7. Doesn't sound too bad. But if the turns would be partitioned to months, it would take two years to go through one game. This is something undesirable to most players, expecially since 15 minute turns aren't that long. Also, the amount of time a single player can afford to a gaming session is something between 1-5 hours, in other words 4 to 20 years. Is this enough? When the player logs off, the game world goes on and the next session might not come until 80-100 years. What guarantees are there that the civilization isn't completely wiped out by then?The speed of the game will be configurable, of course, but there is always the tradeoff between providing enough action for on-line players and not ruining the game for the off-liners. Unless we give up on the concept of logging in and out of the game, but it is my humble opinion that this is one of the cornerstones in this project. AI won't be the magic bullet, because an AI which could not only keep the civ up and running, but also follow the path laid out by the human player is pretty difficult to implement. "Dummy AI" just isn't enough. Finally, I believe that if a fast paced semi-real-time system is adopted, this will inevitably make the game immensely more complex. Seasonal changes, weather conditions, delayed information and lots of other details have to be taken into the model, whereas a simple one year/one turn system would work with more abstract terms. Needless to say, this is the reason why I am inclined to disagree with the suggested model. |
| quote: Multiplayer: The discussion in this thread has seemed to assume that all players all on-line all the time. Problems arise when we have a human player against a bad AI substitute. If the AI is not cheating, the absent player will be quite dissatisfied with the result once he logs in to see that his army has been crushed. On the other hand, if AI is cheating, it frustrates the human player posed against it. If the old system of one year turns would be used, the problem would not be quite as bad since strategies would not be quite as complicated as they are in real-time. One more reason why I am against the new system. What about PBeM games? This is impossible in real-time mode, so should we support it at all? Then again, it would be a perfect way to play with long preplanned turns. |
| quote: Diplomacy: I must disagree with the notion that diplomacy should be delayed or restricted. If players cannot contact each other within the game, they'll just use ICQ. Not everybody will, of course, but those who do have an advantage over those who don't so I think every player should be guaranteed equal chances for communication, even in the expense of realism. Another troubling thing that was suggested somewhere above is that player could call a diplomatic summit and effectively pause the game by doing so. This I highly disagree with: the players who needed more time to move/think could call the summit just to finish whatever they're doing, thus making the game slower for others. I think that diplomacy with other players should be done completely independent of the rest of the game flow. |
| quote: Turn order: So far, I think there are three different proposed systems. First, there is the old preplanned turn order, where conflicts between players' commands would be resolved without any additional input from the players. I kind of like that approach. Anyway, then there is Korn's suggestion which adds more real-time elements to the mix and Elmo's system which has great resemblance to simultaneous turns in Civ2. I think these two turn order models have some problems, but because this may be only because I haven't understood them properly I think that simple, preplanned year-by-year turns are sufficient for the purposes of the game. This allows us to make many simplifications. For instance, the delayed information is not such a problem because even though it could take months for a message to travel from one end of the empire to another, it rarely takes years (granted, sometimes such delays happen, but based on the examples provided by S. Kroeze, such cases are not the norm). Also the strategies of armies could be kept more simple. Wars wouldn't take more than 5-10 years or less, though this number varies in different points of history. Anyway, the combat would inevitably be strategic for the simple fact that there is no tactical level. So, there is also no need for an AI to handle the tactical decisions and carrying out a multitude of orders. Thirdly, again inspired by S. Kroeze's rambling , it seems that the most serious threat to an army is deterioration, not a superior tactical genious on the opposing side. Thus, logistics, infrastructure, and simple straightforward campaigns become more emphasized than military tactics, IMHO.(As a sidenote, even if I don't yet accept the real-time model, if it was used then why is there a need to have any turns at all? Everything could just flow real-time, and the players could pause the game whenever they wanted, but the "pausetime" would be limited and would regerate slowly. Just a thought) Anyway, in the beginning of this post I did compliment the idea of using action points. This is because I think they are an excellent way of resolving conflicts between different units, even if they wouldn't be visible to the player. A great idea, actually. ![]() Summary (for those who didn't bother reading ):Seriously, I think that the following issues should be solved: 1. Game length, turn length, average game session length, pace of the game? 2. Delayed information vs. the integrity of the civilization from POV of the player? 3. Real-time or preplanned turns? 4. Number of thingamajigs to move around on the map? (I suggest that there will be less armies than regions) 5. How the turn order affects all the other aspects of the game beside combat? Hopefully we can come to a solution which satisfies us all enough to be put in the design doc, at this point I am not going to make any suggestions for changes because I am not yet quite sure what we want. Maybe later. Ciao. Leland |
| quote: In my opinion, GGS should have strategic and operational levels, and perhaps some tactical decisions. Tactics like "seize that ridge" are not applicable simply because of the granularity of the map. In short, I think I'd like to be a lazy Steve Ballmer... not even touching the tactical and grunt levels, but instead deciding strategies and carrying them out (or letting AI do it, sometime in the far far future). I disagree that preplanned turns, relatively small number of stuff to move or simplified strategies will necessarily be boring. It's all a matter of how the situation is presented to the players. The movements of armies would still be *shown* on the map, the plans would be represented by (animated?) arrows, the player would give the orders by dragging and dropping, pointing and clicking and so on. It's not just "take over tumbolia, 60% casualties accepted, 20% annual budget available", but actually taking a couple of armies, choosing where to cross the borders, allocating the weak spots of the enemy, deciding best course of conquest (quickly through the plains, or safely through the mountains?), making sure logistics with mother civ works, assimilating the conquered area to your civ and suppressing rebels, ... |
Your posts are very long; I have to ask, how long does it take to write them? Do you write those quotes by hand or do you use scanner or something? Also, how old are you, and what's your profession? Thanks again for your efforts!
I could, but can't for some time do that.

So, at the development phase we may not yet have the luxury of shortest possible turns, neither in game time or real time. It could be that even ten minutes per turn becomes difficult to handle and as a result the game will be balanced favouring longer time periods.| quote: Our philosophy here is, that reality is both immersive and intuitive to the player and that ruling a country through history would be fun. |




(I tried..)
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