Bridger, one of the regular online Preview Beta players who posts at RoN Heaven, recently discovered what Paul Stephanouk (“gamegeek”) calls the Japanese Quick-Rush – by being on its receiving end. Playing with standard rules and settings, an opponent threw all his effort into building a tiny military force right at the beginning of the Ancient Age and decided the game in about three minutes. Bridger had not even begun to think about building any kind of defense. The event has stimulated quite a discussion at RoN Heaven.
I don’t have much online experience, but I’ve never encountered such a rush with live or computer opponents. It proves a rush is possible on standard settings against an opponent without any defenses. Regarding this type of rush Paul Stephanouk comments, “Even a single archer can turn the tide and two can stop it cold.” Additionally, such a rush is extremely risky; sacrificing one’s early economic and scientific development for military can spell disaster if the rush is unsuccessful.
Nevertheless, this again raises the issue of online game standards. RoN certainly doesn’t have to be played that fashion. Adjustable settings exist to eliminate any possibility of an early attack. Many gamers – Bridger included – are simply not interested in a game that’s decided in five minutes or less. Once RoN is out those of us who are interested in longer, more involved games may need to do some experimenting.
Question for BHG: In your in-house games, has a set of standards evolved for no-rush games and/or intentionally longer games? If so, what are those standards and settings?
I don’t have much online experience, but I’ve never encountered such a rush with live or computer opponents. It proves a rush is possible on standard settings against an opponent without any defenses. Regarding this type of rush Paul Stephanouk comments, “Even a single archer can turn the tide and two can stop it cold.” Additionally, such a rush is extremely risky; sacrificing one’s early economic and scientific development for military can spell disaster if the rush is unsuccessful.
Nevertheless, this again raises the issue of online game standards. RoN certainly doesn’t have to be played that fashion. Adjustable settings exist to eliminate any possibility of an early attack. Many gamers – Bridger included – are simply not interested in a game that’s decided in five minutes or less. Once RoN is out those of us who are interested in longer, more involved games may need to do some experimenting.
Question for BHG: In your in-house games, has a set of standards evolved for no-rush games and/or intentionally longer games? If so, what are those standards and settings?
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