Most of you don't know me, but since last weekend I have been in correspondence with Mark, looking for a position on the Clash team. So, since then I have been reading many of the model proposals and the feedback/discussions that follow.
I must say, I am very impressed. You guys have put in a tremendous effort bringing Clash to where it is today!!!
I see that this game is much more finely modeled than any of the past Civ type gamesand this can be a good thing. The *opportunity* for historic accuracy is definitely there to a greater extent than ever before. But as I see it, it also opens the possibility for a real nightmare in debugging and balancing.
In Civ II there are relatively few interactions that are all pretty simple and straightforward. Fo instance, depending on government type you get less or more military units that are free, requiring no support, and the support paid for every unit is the same, 1 shield. Depending on gov't type each square generates more or less trade. And so on. Very limited but reasonably realistic interactions.
In clash I see a gov't model with dozens of interactions, a social model with dozens of interactions, and culteral, military, etc. etc. models, all with dozens of interactions. In order to obtain a (relatively) historically accurate outcome, all of those interactions will need to be at least reasonably realistic as well. From a coding/debug/balancing point of view I fear that this will be a MONUMENTAL task!
I am also concerned about the complexity the player will have to deal with. I am a micromanager, but if I have to be aware of all of the hundreds (thousands?) of intricate interactions in order to play, well, I probably won't play. I think about the detailed tables of data that have been published for Civ II, and the thousands of players who seem to have those tables memorized. It seems likely to me that a set of tables that describe the variables and interactions in Clash would fill a good sized book. Even if such a book were available, no one would want to invest the time to read it.
Finally, are you sure that the system as proposed will run acceptably on any but a cutting edge system? It seems to me that you've got a simulation environment orders of magnitude more complex that any Civ type game to date, and it's be written in an object oriented language with more overhead than C++ AND it's an interpretted language.
John
I must say, I am very impressed. You guys have put in a tremendous effort bringing Clash to where it is today!!!
I see that this game is much more finely modeled than any of the past Civ type gamesand this can be a good thing. The *opportunity* for historic accuracy is definitely there to a greater extent than ever before. But as I see it, it also opens the possibility for a real nightmare in debugging and balancing.
In Civ II there are relatively few interactions that are all pretty simple and straightforward. Fo instance, depending on government type you get less or more military units that are free, requiring no support, and the support paid for every unit is the same, 1 shield. Depending on gov't type each square generates more or less trade. And so on. Very limited but reasonably realistic interactions.
In clash I see a gov't model with dozens of interactions, a social model with dozens of interactions, and culteral, military, etc. etc. models, all with dozens of interactions. In order to obtain a (relatively) historically accurate outcome, all of those interactions will need to be at least reasonably realistic as well. From a coding/debug/balancing point of view I fear that this will be a MONUMENTAL task!
I am also concerned about the complexity the player will have to deal with. I am a micromanager, but if I have to be aware of all of the hundreds (thousands?) of intricate interactions in order to play, well, I probably won't play. I think about the detailed tables of data that have been published for Civ II, and the thousands of players who seem to have those tables memorized. It seems likely to me that a set of tables that describe the variables and interactions in Clash would fill a good sized book. Even if such a book were available, no one would want to invest the time to read it.
Finally, are you sure that the system as proposed will run acceptably on any but a cutting edge system? It seems to me that you've got a simulation environment orders of magnitude more complex that any Civ type game to date, and it's be written in an object oriented language with more overhead than C++ AND it's an interpretted language.
John
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