Hrafnkell:
Thanks for taking this area on. There's a lot of good new stuff (and alternatives) in your proposal. I guess assume I think everything is really good unless I criticize it . Again, good job. -Mark
First of all I think I need to stress (and I think you agree from previous comments) that IMO characters should be Optional for the player. If the player doesn't want them, then all they will get is the 'interface' parts of the characters, but with no game effects.
Dynasties / Characters - My only comment here is that I think more traditional systems should give more dynasties for good or ill, and more meritocratic systems should give more individual characters (and of somewhat better quality than found in non-merit systems). Some systems could be meritocratic for most things except the ruling dynasty, we'd have to work out the details.
You suggested that non-player civs not have characters. I disagree, since I think part of the spice that characters add to the game is in making the player respond to exceptional characters on the Other side. However I admit this may be found to be bad thru playtesting.
I think characters that work for the player should Always take on a Benign office, that benefits the player in some way, Immediately. The last thing we want is the player having to check every turn to see if a new character has popped up, and being afraid of missing a few turns' bonus that would result. To avoid this micromanagement I think that pro-player characters should automatically go into a 'character pool' in the government. This would have a civ-wide impact in the area of competency. The character's effectiveness would be reduced somewhat since by definition characters in the pool are safe and never rebel or do anything bad (since otherwise the player won't use the pool, and we're back to micromanagement (MM)) The player can at any point move a character under their control into an office etc.
IMO characters associated with the interface, FE the UC (upper class) representative, should not be assignable by the player, but simply represent their class. I think this is proper since the main game purpose of these is to represent their class (and this 'office' should IMO always be filled), and any player benefits or penalties are a secondary matter. Also these are not controlled by the player, although interests may align frequently. In the case of classes allied with the government the character would provide benefits as those in the 'pool'. (However they would use their powers to champion class-specific issues when these conflict with what the player is trying to do) Class Interface characters that are neutral or hostile to the govt could have either generalized or localized effects.
I agree with you that the player shouldn't generally pay characters salaries, but 'Mercenary' Characters (available for hire) that were rare would be useful (you may even have meant this since you talk of mercenary captains)
Then I assume the player can put the character in one of Many offices
I prefer the other option of skill-specific characters (Army Generalship +100%, etc.). The training of geniuses in whatever the player wants them to do strikes me as (1) unhistorical, in that Picasso would have been a useless scientist etc. and (2) difficult to do good AI for (although after thinking on it I may reach a different conclusion). On the other hand having a character who is Only suitible for one thing (or at most two) is a little boring. I realize that you're just trying to achieve some consensus between two sets of opinions on the old thread (
apolyton.net/forums/Forum21/HTML/000063.html ). My point was that someone doesn't show up in the real world and say 'I'm a genius, where would you like me to develop my talents.' The talents are usually only in one or two well-defined areas, and what the govt Wants is irrelevant. If Picasso shows up and you need an administrator, he Simply Can't Do That Job better than any normal underling, and probably Worse. If Alexander's Macedonia had called for great administrative skill because it was bankrupt, he probably would have been a complete failure. So I am, I think, more for the specific-ability kind of system. I just think the other system departs too much from the real world for my tastes. Its of course all game balance and feeling, but I can see players channeling every decent character into a great general, and I think that will make things very one-dimensional.
On the AI-difficulty issue. Its in deciding what the Right place is to put the characters that's tough. If characters can go into any of a large variety of offices, in each of which they can have significant effects, it becomes Very difficult for the AI to get nearly as good as a human at weighing the alternatives. That's why I proposed the character pool, because the AI can then do the straightforward thing of dumping all its characters in the pool, and only worry about the Really exceptional ones. Don't get me wrong, the AI for the 'complex' case is not any different from what we have to do for the military strategic AI system which involves similar big, interacting trade-offs. Its just that we Have to do military and I'm not sure the added flavor is worth the added complexity for characters. But like I said I'm still thinking about it, it may not be too bad.
[This message has been edited by Mark_Everson (edited June 13, 1999).]
Thanks for taking this area on. There's a lot of good new stuff (and alternatives) in your proposal. I guess assume I think everything is really good unless I criticize it . Again, good job. -Mark
First of all I think I need to stress (and I think you agree from previous comments) that IMO characters should be Optional for the player. If the player doesn't want them, then all they will get is the 'interface' parts of the characters, but with no game effects.
Dynasties / Characters - My only comment here is that I think more traditional systems should give more dynasties for good or ill, and more meritocratic systems should give more individual characters (and of somewhat better quality than found in non-merit systems). Some systems could be meritocratic for most things except the ruling dynasty, we'd have to work out the details.
You suggested that non-player civs not have characters. I disagree, since I think part of the spice that characters add to the game is in making the player respond to exceptional characters on the Other side. However I admit this may be found to be bad thru playtesting.
I think characters that work for the player should Always take on a Benign office, that benefits the player in some way, Immediately. The last thing we want is the player having to check every turn to see if a new character has popped up, and being afraid of missing a few turns' bonus that would result. To avoid this micromanagement I think that pro-player characters should automatically go into a 'character pool' in the government. This would have a civ-wide impact in the area of competency. The character's effectiveness would be reduced somewhat since by definition characters in the pool are safe and never rebel or do anything bad (since otherwise the player won't use the pool, and we're back to micromanagement (MM)) The player can at any point move a character under their control into an office etc.
IMO characters associated with the interface, FE the UC (upper class) representative, should not be assignable by the player, but simply represent their class. I think this is proper since the main game purpose of these is to represent their class (and this 'office' should IMO always be filled), and any player benefits or penalties are a secondary matter. Also these are not controlled by the player, although interests may align frequently. In the case of classes allied with the government the character would provide benefits as those in the 'pool'. (However they would use their powers to champion class-specific issues when these conflict with what the player is trying to do) Class Interface characters that are neutral or hostile to the govt could have either generalized or localized effects.
I agree with you that the player shouldn't generally pay characters salaries, but 'Mercenary' Characters (available for hire) that were rare would be useful (you may even have meant this since you talk of mercenary captains)
I proposed a character system which´d use character traits as its basis. Those traits where: 3 Social Ratings: Status, Wealth and Education; Physical Ratings: Intelligence, Charisma and Drive (or Will).
I prefer the other option of skill-specific characters (Army Generalship +100%, etc.). The training of geniuses in whatever the player wants them to do strikes me as (1) unhistorical, in that Picasso would have been a useless scientist etc. and (2) difficult to do good AI for (although after thinking on it I may reach a different conclusion). On the other hand having a character who is Only suitible for one thing (or at most two) is a little boring. I realize that you're just trying to achieve some consensus between two sets of opinions on the old thread (
apolyton.net/forums/Forum21/HTML/000063.html ). My point was that someone doesn't show up in the real world and say 'I'm a genius, where would you like me to develop my talents.' The talents are usually only in one or two well-defined areas, and what the govt Wants is irrelevant. If Picasso shows up and you need an administrator, he Simply Can't Do That Job better than any normal underling, and probably Worse. If Alexander's Macedonia had called for great administrative skill because it was bankrupt, he probably would have been a complete failure. So I am, I think, more for the specific-ability kind of system. I just think the other system departs too much from the real world for my tastes. Its of course all game balance and feeling, but I can see players channeling every decent character into a great general, and I think that will make things very one-dimensional.
On the AI-difficulty issue. Its in deciding what the Right place is to put the characters that's tough. If characters can go into any of a large variety of offices, in each of which they can have significant effects, it becomes Very difficult for the AI to get nearly as good as a human at weighing the alternatives. That's why I proposed the character pool, because the AI can then do the straightforward thing of dumping all its characters in the pool, and only worry about the Really exceptional ones. Don't get me wrong, the AI for the 'complex' case is not any different from what we have to do for the military strategic AI system which involves similar big, interacting trade-offs. Its just that we Have to do military and I'm not sure the added flavor is worth the added complexity for characters. But like I said I'm still thinking about it, it may not be too bad.
[This message has been edited by Mark_Everson (edited June 13, 1999).]
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