Originally posted by Boco
Chris, I don't know who's snubbed you, but I doubt your post here is being ignored. Watch out, you sound like an ideal playtester.
Chris, I don't know who's snubbed you, but I doubt your post here is being ignored. Watch out, you sound like an ideal playtester.
I also write scenario reviews at civfanatics as AoA, so it's not like I have no concept of scenario design.
But I have noticed that several times I offered the league help with the web site and other matters I got a zero answer, so I no longer bother.
SP requires detailed events files and augmenting the AI's forces, MP requires an even playing field for several players, and most scenarios are not suited to it.
PBEM can handle large Nemo-like scenarios rather well, but the main problem is player comitment, finding people to stay over a year and more is problomatic at best, I am part of a dedicated group, but it is rare.
One thing though, a PBEM game is NOT a good place to playtest a scenario for bugs, most players are trying to win, not looking for errors, and many games don't get past 20 turns, whereas most errors are found at the back end of the tech tree, or in things the designer never intended, and aern't seen till the middle or late game.
I'm sure we have all enjoyed some scenaio only to have some flaw ruin many hours of play, such as the dreaded freeze up caused by the AI having nothing to research (This is the most common error, usually brought about by having techs given in the events file too late, or the player misses the trigger, and the error cannot be corrected), or a seeing a unit is unbuildable because it's domain is incorrect, ect.
Sometimes the mistake is in HP ratio, this one is also fairly common, and can ruin a game.
Case, one turn per week is rather slow, we manage 3-5 turns per week in some games.
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