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- From: ts@chainsaw.ecn.purdue.edu (Thomas Ruschak)
- Newsgroups: rec.games.empire
- Subject: Re: Just out of curiosity...
- Message-ID: <1992Dec28.191026.28884@noose.ecn.purdue.edu>
- Date: 28 Dec 92 19:10:26 GMT
- References: <1hmj5iINNeou@magna.ksu.ksu.edu>
- Sender: news@noose.ecn.purdue.edu (USENET news)
- Organization: Purdue University Engineering Computer Network
- Lines: 131
-
- In article <1hmj5iINNeou@magna.ksu.ksu.edu> camelsho@magna.ksu.ksu.edu ( James A Seymour) writes:
- >NOTE: I am not running a game. I'm just curious.
- >
- >SUBJECT: Start Islands...
- >
- >When I first started playing empire start islands were all
- >the rage. People seem to have gotten away from them lately.
-
- Start islands are a way of giving 'fair' starting positions to players.
- This is in recognition of the fact that people can't always be on within
- microseconds of the game's beginning, and those who aren't on then start
- in a weaker position. (Not impossibly weaker, but starting surrounded isn't
- much fun, for most people) Other ways have been tried, like segregating people
- on a large continent with 'fences' of deity-owned forts with 1 mil. Some like
- it, some don't. (Personally, I hate it -- I don't type well, and I begrudge the
- time it takes to wipe out all those little forts :-)
-
- Are start islands a good idea? Depends. Is empire a game where players
- try to win, or is it a jungle, ruled by tooth and claw?
-
- >What goes into setting up a world of start islands? I realize
- >that there is probably a lot of hand editting, but what else
- >is involved? How do you decide on the island sizes, i.e. is
- >it arbitrary or are there sizees that just fit better than
- >others?
-
- There are two basic ways of doing this that I know of. 1) You can
- hand edit the islands into existence, and hand-place the resources. This
- is doable, but a real pain in the ass. You can also use Xland2 and an
- X-display and draw the islands and run ore normally. This is much easier.
-
- You could also hack the land program to do what you wanted. No one's
- done this as yet that I know.
-
- How to decide on island sizes? It depends on how bloody and complex
- a game you want. It is pretty hard (takes a while) to conquer a 100 sector
- island. By contrast, a 10 sector island is pretty easy, so people die like
- flies. Also, once you've killed 1 or 2 100 sector nations, you've got 200-300
- sectors to run, which can be burdensome or enjoyable, depending on your bent.
- With 1-2 conquered 10 sector islands, you've got 20-30 sects, which most people
- could run in their sleep. So, how much time do you have to play?
-
- I'd call 100 sector islands big, 50 average, and 10 small. This is
- very subjective, tho...
-
- >How much extra work does a good deity need to devote to
- >start islands? Notice I said good deity. I have come into
- >contact with a deity or two that basically did nothing more
- >than run the land programs and throw sanctuaries about the
- >world.
-
- It's not difficult. With Xland2 I can draw up a world in 5-10 mins,
- and put standard resources on the islands in a few seconds. Putting the
- sanctuaries on takes a little longer, but not more than a half hour or so
- for 50 countries. (slow typing :-)
-
- >Do you like start islands? Why or why not?
-
- Hard to say. At first I liked them, but now I kinda miss the sweaty-
- palms period of expansion. Still, it does make the game easier for new players
- to learn, since they don't start out surrounded by forts :-)
-
-
- >SUBJECT: World size...
- >
- >I realize that world size depends greatly on country number.
- >However, what is the multiplier that seems to work best?
- >And what % of land?
-
- This depends on 3 things. Start island/territory size, i.e. how much
- land does each player get? Number of countries. Sea %.
-
- Say an average start island is 50 sects. There's about 10 sects per
- player of unclaimed land. 50 countries. 50% water. So, you need (50+10)*50*2
- sectors in the world. Lessee.. that's 6000 sectors. Take the square root: 77
- or so.. Now, look for a power of two: 64 is closest. Then, multiply the X
- size by 2 (due to the way empire coords work) 128x64 = 4096 sectors.. A little
- light. Try bumping it up a bit. 192x64 = 6144 sectors. Close enough.
-
- To be 'square', i.e. to be as long horizontally as vertically, you
- need a world size that looks like 2YxY, so 128x64 is square. There's nothing
- wrong with being non-square, except that it increases the maximum distance
- that can seperate 2 countries. With a square world, players can more easily
- get close to a given country. (Good for people with grudges :-)
-
- Oh, another thing. You may ask, can't I run a 77x77 world? You can
- try, but I shudder to think of the bugs you might find :-) Stick with
- multiples of 2, and your life will be easier.
-
- >I suppose some of this depends on how much early fighting
- >you want to happen. Also, how much importance you want
- >to place on ships vs planes. Kinda hard for planes to dominate
- >a game if they can not even reach the enemy, eh?
-
- Right. Think of the UA game, which was based on 'clusters' of 6
- start islands. Each cluster was a long way away from the others, relative
- to plane range. There were also no usable (5-10 sects) islands between
- clusters, so the only way to invade another cluster was with ships, very
- tough in normal empire. If the clusters had been within long plane range,
- it'd probably have been better. Still, it depends on your tastes.
-
- Do you like land combat? Use 75% land. If you like sea combat, try
- about 75% sea. If neither, try something in the middle...
-
- >SUBJECT: Where is empire headed?
- >
- >BUT, back on the subject, is the game becoming to complex?
- >OR, is it just coming into its own? Is empire entering its
- >golden period of enlightenment? The tools and "new" clients
- >allow people to play without having to have the knowledge that
- >was hard to gain in the days of yore. (Notice, i said "play"
- >not "master")
- >
- >What are your views on the subject?
-
- Is empire too complex? What is too complex? I think the real question
- is, is it fun? People have different complexity thresholds. Right now, I think
- the game has a decent balance of approachability and depth. Some people prefer
- the earlier versions, KSU or thereabouts. I think the empire community is big
- enough to support a spectrum of game types. Of course, having multiple game
- code sets does interfere with pissing matches. 'I'm the best!' 'Yeah, but you
- only play that wimpy old KSU code!', 'Well, the code you play is trash!'
- 'Oh, yeah?!?' etc, etc, etc... :-)
-
- Anyway, I've almost finished my last enhancement. Land units are in and
- working pretty well. Once testing is finished, I'll release Chainsaw 3.0, and
- hang up my keyboard, and stop complexifying the game :-). I've done my best to
- make them simple to use, and tried to give them lots of 'intelligence' to take
- some of the mundane tasks off the player. We'll see.
-
- Tom
-