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#81 | |
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Warlord
Join Date: Jul 2009
Posts: 142
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Thanks for your answer CanuckSoldier. I'll certainly consider joining a Civ5 league for the community and other advantages. It is a bit early to know how the new MP will be and maybe ST is not as bad, as I imagine. You certainly have a lot more MP experience than me.
Just one sentence suprised me a bit. At first sight it seemed obvious, but after a bit of thought I am unsure, if it is true: Quote:
How could losing a single unit turn the tides of battle in a decisive way? Carriers! A carrier can hold up to 3 aircraft and battles between two fleets composed of 1 fully loaded carrier should be very common. Losing one carrier with 3 aircraft on board is a huge setback. Consider following scenario: Two opposing fleets, player A and player B, each with one carrier plus escort. In this example the escort is 3 destroyers, but it could be 2 subs and a battleship or anything not too numerous. In a SP game with player A to move, he would probably feel very confident. First, snipe the carrier with ranged or "melee" attacks of 2 or 3 destroyers. Then unleash the power of your airforce on the destroyers of player B. And last, the most important step, retreat the carrier, so the enemy can no longer attack and destroy it. Player B will have lost 1 carrier, 3 aircraft and suffered 3 aerial attacks. Now he is fighting with at maximum 3 (damaged) units against 7 units. He should retreat or lose his entire fleet. Retreating may not be an option. Above example is symmetric, so if it was player B's turn, he can do the same to player A. Ok, that was for Civ in SP mode, with consecutive turns. Now comes my concern about MP with simultaneous turns. Lets say I've played for 2 hours, made it into the modern era and a new turn begins. For whatever reason I divert my attention from my navy for 5-10 seconds. In above image the two navies would not see each other, except via recon missions or the like. For example, I fight a millisecond battle to retreat my 3 tanks I have under fire elsewhere, before the enemy can destroy them. Or I have promised an ally immediate help at the start of the turn on another front. My enemy (player B) moves one of his destroyers and sees my carrier. He attacks the carrier with everything he has, destroys it and maybe retreats his own carrier. Player B will probably annihilate my whole navy. Whether he used his destroyers in suboptimal way does not matter, as long as he sniped my carrier before I could react and has his own carrier safe before I can counterattack. Losing one's whole fleet looks like a plausible reason for losing the game. Last edited by SeismoGraf; Sep 09, 2010 at 11:00 AM. |
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#82 | |
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Warlord
Join Date: Jun 2007
Posts: 127
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Quote:
Yeah - multiplayer is full of people quiting by any reason e.g. I failed to build stonehange - I quit I failed to discover religion firs - I quit I faied to take hut first - I quit My land sucks - I quit My neighbour is french - I quit My gf wants sex - I quit Regarding you example - that's the whole fun of multi - you need to anticipate such situtations and don't let you get into such troubles - for example send one ship /submarine couple hexes in front to do the recon task first etc etc. Also there was some solution in CIV IV implemented which didn't work as well as it should but was a solution for such dilemas. The idea was to stop player who had huge advantage in attack - axe vs sperman - from moving his axe for first couple of seconds. Basicly you weren't able to select it becasue the focus was instantly moved onto another unit. Some people however knew how to bypass it. In your example forces are in full symetry. In my opinion destroyes could be unselectable for first couple of seconds in which carriers could be moved away from trouble. |
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#83 | ||
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Warlord
Join Date: Jul 2009
Posts: 142
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Quote:
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#84 | |
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Warlord
Join Date: Jun 2007
Posts: 127
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Quote:
To see your forces under attack and being unable to do anything about it is much less strategically approach to the game imho and much more frustrating. It's more or less as if one year only one army could attack and the second just defend nad the latter had to wait till next year to do somethng about it - e.g. send some forces to front and retreat weak units. But don't worry - there will a be lovely single player mode where you could spend days watching great battle animations and wonder movies and nobody will attack you untill you end your turn. Btw - battle animation would be my first option to turn off. Just to remind one big difference that makes the civ multi not any RTS at all - you have limited move points so you think first before you make a move. And you need to think bloody quick. |
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#85 |
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Emperor
Join Date: Oct 2001
Location: Canada
Posts: 1,440
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Yes battles can have long term effects, but like in your example, if the player had a sentry net, he would have seen the enemy coming and been able to react to the situation long before it was a threat to his NAvy.
When I say good MP players use tactics that make individual battles not game changers, Sentry Nets be they land, sea or air, and critical parts of the MP tool box, to do that. And if your being attacked by forces that you can't defend because they are an entire generation ahead of you, well you did something wrong in the game to be that far behind your opponents in tech. And you deserve to die ![]() About the only exception to this is in the early game were players decide to take a risk and send their one warrior out to explore and hopefully kill some other player's empty capital, and do a first turn worker. This strategy can be a winner in that getting that early worker has a huge snowball effect and the possibility of knocking off one of your neighbours early has great benifits. The risk though is that you are the guy killed by someones elses warrior with your empty cap producing a worker.....but it's all a calculated risk that alot of experienced MP players take, and when it works it works well, or you end up in a thread we have called "the warrior death wall of shame" ![]() In Civ3 we did recognize that the double move was an issue to a point, and when we designed Civ4 we made the 8 sec move timer, so that units that moved in the previous 8 secs of the last turn could not move for the following 8 sec of the new turn. Hopefully they will keep this in Civ5 as it is a good balance for the DM/FM being a reflex mechanic, but simu turns on general are not an issue to the competitive MP community. CS
__________________
Global Admin/Owner/Operator Civilization Players League www.civplayers.com The oldest International MP League, since Dec 1st, 2002 http://steamcommunity.com/groups/civplayers As our Founder, WarningU2 stated, "My main objective you have to remember was just to play a game to its conclusion and while doing so, to have fun" Civplayers Steam Chat steam://friends/joinchat/103582791431089902 Last edited by CanuckSoldier; Sep 09, 2010 at 12:01 PM. |
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#86 | |
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Warlord
Join Date: Jul 2009
Posts: 142
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Quote:
Consider the most simple case: two opposing archers. Is it better to get the first strike or watch the arrows rain on your unit and later have the advantage to decide what to do with the now wounded archer? Might as well bring him to the hospital at 100% HP. Btw wonder animations are no more. Last edited by SeismoGraf; Sep 09, 2010 at 12:12 PM. |
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#87 |
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Prince
Join Date: Sep 2008
Posts: 460
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Sentry nets will probably be less common in Civ 5 given the seemingly more constrained ability to build military units. But it shouldn't matter since I don't think a unit can get destroyed immediately unless you attack it with many units at once.
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#88 | |
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Emperor
Join Date: Oct 2001
Location: Canada
Posts: 1,440
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Quote:
CS
__________________
Global Admin/Owner/Operator Civilization Players League www.civplayers.com The oldest International MP League, since Dec 1st, 2002 http://steamcommunity.com/groups/civplayers As our Founder, WarningU2 stated, "My main objective you have to remember was just to play a game to its conclusion and while doing so, to have fun" Civplayers Steam Chat steam://friends/joinchat/103582791431089902 |
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#89 |
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Warlord
Join Date: Jul 2009
Posts: 142
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Probably I should just accept, that multiplayer with ST (simultaneous turns) and CT (consecutive turns) are very different games. At least when it comes to battles. What are brilliant military tactics in CT, could be the worst blunder in ST, and vice versa.
Maybe I'll become a fan of ST and even wish a feature, allowing you to move several units simultaneously. It's called simultaneous turns, why not also simultaneous moves, after all? Then I could train moving one unit with my mouse and the other with the left hand on my keyboard. I'd fetch the racing pedals, so my feet aren't idle and do useful actions, too. It will feel almost like Starcraft. When an eye-tracking device comes to the market, I'd be the first buyer, so I can control a third unit simultaneously. All this will help greatly to counter the predominant MP ST "sentry-style" of play, by allowing me to focus attack and pick off sentries faster. At the start of each turn, my enemy will suffer from 3 attacks in the blink of an eye. Forgive my blasphemy in regards to ST mode. I just can't get used to the idea of playing Civ like a robot. Last edited by SeismoGraf; Sep 10, 2010 at 02:24 AM. |
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#90 |
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Emperor
Join Date: Nov 2005
Location: Novosibirsk, Russia
Posts: 1,463
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I always played Civ multi on hotseat. And what I hear about simultaneous moves makes me don't like them at all.
I'd prefer Heroes V style where the moves are simultaneous before players have a chance to interact. And after that the game converts to consequent moves, so all the time you make your turns in the same way as standard consequent moves.
__________________
Freelance project manager and technical analyst. Contact me: stealthnsk (at) gmail.com Signature is a weird place for self-advertisement |
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#91 | |
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Warlord
Join Date: Jul 2009
Posts: 142
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Quote:
Instead of switching to CT for all players, as soon as two players interact, the program could divide players into "non-interfering groups", which then take consecutive turns. With interference e.g. defined as "2 civs (*at war) with units in attack range". (*By forcing players to declare war, 1 turn before they are allowed to attack, the system may work even more efficiently) For example: on one continent there is "group A", Greece and France at war, on the other continent a conflict between "group B", India, China and America. Plus 3 isolated civs on islands. In CT mode you would need 8 rounds to finish a turn. So with normal CT expect games to last 8 times longer than ST. Can we use a trick to make it look like CT without needing 8-fold time? Maybe; I haven't studied the problem in-depth. Group B must take consecutive turns: India, China, America (or whatever ordering was set beforehand). But while India moves, Greece from group A can move simultaneously, without (militant) unit interaction with India. So can the 3 civs on islands. Then, on the second round, France (A) and China (B) can move in ST mode. Last, America makes its turn. If this works, there would be an illusion of 8-player CT, but it took only 3-fold time. What do you think? Last edited by SeismoGraf; Sep 10, 2010 at 02:52 AM. |
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#92 |
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Chieftain
Join Date: Jul 2009
Posts: 49
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afaik, the steam version lets you use their servers, so that's nice.
gamespy would suck though. |
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#93 |
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Emperor
Join Date: Nov 2005
Location: Novosibirsk, Russia
Posts: 1,463
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Yes, I though about something like this, just tried to make it simplier. It should work.
__________________
Freelance project manager and technical analyst. Contact me: stealthnsk (at) gmail.com Signature is a weird place for self-advertisement |
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#94 | |
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Emperor
Join Date: Oct 2001
Location: Canada
Posts: 1,440
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Quote:
CS
__________________
Global Admin/Owner/Operator Civilization Players League www.civplayers.com The oldest International MP League, since Dec 1st, 2002 http://steamcommunity.com/groups/civplayers As our Founder, WarningU2 stated, "My main objective you have to remember was just to play a game to its conclusion and while doing so, to have fun" Civplayers Steam Chat steam://friends/joinchat/103582791431089902 |
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#95 | |
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Warlord
Join Date: Jul 2009
Posts: 142
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Accidentally, I just stumbled upon a recent article via weplayciv.com, GameInformer Civ5 MP Review. The quote below is very relevant in regard to the title of this thread:
Quote:
Last edited by SeismoGraf; Sep 12, 2010 at 07:54 AM. |
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#96 | |
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Emperor
Join Date: Oct 2001
Location: Canada
Posts: 1,440
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Quote:
I have one of the MP beta testers writing a MP review for release on the 21st, it'll be posted at CivPlayers and I'll cross post links into all the other fan sites. At least then we will have a review from someone that has played Civ3 and Civ4 competitive MP for a decade now. And his ideas on the game play of Civ5 will be much more revealing that any of the pre release mag stories. CS
__________________
Global Admin/Owner/Operator Civilization Players League www.civplayers.com The oldest International MP League, since Dec 1st, 2002 http://steamcommunity.com/groups/civplayers As our Founder, WarningU2 stated, "My main objective you have to remember was just to play a game to its conclusion and while doing so, to have fun" Civplayers Steam Chat steam://friends/joinchat/103582791431089902 Last edited by CanuckSoldier; Sep 12, 2010 at 12:04 PM. |
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#97 |
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Warlord
Join Date: Jul 2009
Posts: 142
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Can't wait to hear what the pros say about multiplayer, be it ST or CT. It would be awesome to watch their games live!
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#98 | |
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Warlord
Join Date: Sep 2008
Posts: 203
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Quote:
ofc like every other game of the world a early rush will be a favored but in civ defense should be way easier than in other games and i agree that mp reviews count nothing |
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#99 |
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Chieftain
Join Date: Sep 2010
Posts: 2
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What the heck are the ports that need to be open to Join/Host a game? All I keep getting is "Contacting Host" and "Retrieving Host Information" but it never does anything else. Please Help
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#100 | |
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Chieftain
Join Date: Jan 2006
Posts: 96
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And Civ4 is a _great_ MP game. |
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