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- Path: sparky!uunet!dtix!oasys!curt
- From: curt@oasys.dt.navy.mil (Curt Welch)
- Newsgroups: rec.games.pbm
- Subject: Re: Galaxy Results Format
- Message-ID: <28949@oasys.dt.navy.mil>
- Date: 23 Dec 92 22:13:10 GMT
- References: <1h781gINNil8@fbi-news.Informatik.Uni-Dortmund.DE> <DMWVB3LM@cc.swarthmore.edu>
- Reply-To: curt@oasys.dt.navy.mil (Curt Welch)
- Organization: Carderock Division, NSWC, Bethesda, MD
- Lines: 58
-
- cinnibar@netcom.com (Jeff Wood) writes:
- >Oh, to those with flames, I have no objection to parsers and such to
- >break down
- >the output to something you like better, I myself have one for hypercard to
- >produce star maps. It's when you start designing AI's that you're losing the
- >spirit of the game.
-
- In rec.games.pbm, hankins@cs.swarthmore.edu (Luke Hankins) writes:
- > Hum.. IMHO, things like this aren't AI in any sense of the word.
- >The programmer is simply taking all the boring, repetitous algorithms in his
- >head and putting them in code. Try attacking this person and see how long
- >they last if they leave things to their scripts. Automation is fine in
- >peacetime, but war still needs a human.
-
- This discussion hits on somthing I don't like about Galaxy. I've
- suggested to some people (I don't think I posted this idea before - but
- I might have) that the game would be better if the concept of
- population was removed from the game. I think building industry is
- fine, but having to grow population just makes the game more tedious
- and time consuming. The tedium of planning the logistics of the
- transportation of colonist and capitol are exactly the type of thing
- that you could automate. The route feature of Galaxy is already a first
- step in the direction of "o automatic on".
-
- I think if the game has aspects that can be easilly automated like this,
- then that just points out a weekness in the basic design of the game. What
- makes any game interesting is the part that doesn't become obvious after
- a few games.
-
- Galaxy is an interesting game because most of it is non-obvious. It's not
- obvious how much time should be spent building ships vs building industry.
- And it's not obvious what type of fleet to build, and where to put them.
- Most of this is non-obvious because the correct answer depends on guessing
- what your opponets will do - or are doing.
-
- But once you decide which planets to develop, and how many turns you
- are going to spend building industry, then the rest - i.e. making sure
- you have your transports in the right place and making sure you have
- more colonist than industry, and making sure you have all the correct
- routes set up, and generating all the B,L,S, and R commands is booring
- and time consuming. I find I can usually make the initial decisions
- in about 5 minutes, then I quite often spend another 60 minutes checking
- and double checking all the logistics issues. And even after all
- that, I still make mistakes and end up with a group of transports sitting
- on the wrong planet because I turned a route off and forgot to add a
- send command to move them.
-
- Eliminating the concept of colonist (basically just assume all planets
- are fully populated at the beginning of the game and stay that way)
- would greatly reduce the complexity and logistic problems of building
- industry.
-
- For that matter, I think the concept of building and transporting material
- is also un-needed. But unlike colonist, it doesn't really get in your
- way having it there. It's only needed for that occasional low resource
- large size planet that you feel you must develop and use.
-
- Curt
-