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Re: [glob2-devel] Glob2s lack of recovery strategy (with a proposal)


From: Leo Wandersleb
Subject: Re: [glob2-devel] Glob2s lack of recovery strategy (with a proposal)
Date: Sat, 07 Jan 2006 13:05:20 +0100
User-agent: Mozilla Thunderbird 1.0.7 (X11/20050923)

for a proposal, please scroll down to the last paragraph.

why are you exagurating like that? single misstakes can be to build an inn one square off the optimum. that is forgiven as everybody does misstakes like that. but it can also be to not switch on inn vision. even that is forgiven as long as your happiness does not fall significantly less than your opponents. just switch it on when you start loosing units. but if you forget to build inns, hospitals or schools at all, you are to loose if your opponent is normally as strong as you. what we need here is some newbie-mode where every lack of food, health, education (maybe opponents advance in happiness) gets reported early in combination with the hint to the strategy that makes these announcements disappear so you can't just forget about it.

<=== proposal ===>
a way to make fruits less powerfull should be kind of natural. i'm strongly opposed to take fruits into account only till the looser has half the pop as the winner or the like. what i could think of is a formula that makes the globs not only prefere inns that have fruits but also inns that are not too crowded. so if your inns are all only half full they are as attractive as inns with one fruit. 1/4 filled => 2 fruits, nobody in => 3 fruits. that would represent lets say your patriots, the space loving globs, what so ever.

i'll post that one on the forum, too. greetings,

leo

Bradley Arsenault wrote:
On 1/6/06, Nuage <address@hidden> wrote:

Hello,

my point about strategy is that once you made the bad choice, then you'r meant
do loose. Still, your point is valid as the information collecting management is
expensive. The explorers speed has been increased by 40%, from 20 to 28.

Nuage


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Thats a very cruel understanding of a game, making it if you make a
mistake then you lose will make the game very unpopular, i especially
hate such games. Recovery from a mistake is crucial to making a game
fun, not just making it challenging. The final goal is to make the
game fun, remember, and having it so that you lose just after a single
mistake, every time, is not fun.


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