TheMeInTeam
If A implies B...
- Joined
- Jan 26, 2008
- Messages
- 27,989
Hi all.
I've been thinking a bit lately about how the RNG luck-****s us in the early game sometimes, and sometimes offers great rewards. Many have considered it a necessary evil, but I'm not convinced it's truly necessary.
What if combat outcomes between two relative strength ratios were *fixed*? As in, an axe attacking an archer (neither with promotions) on a flatland *always* had the axe win, but also *always* with the same amount of damage taken? As far as I can think, this wouldn't have a negative impact on the gameplay at all, aside from not relying on lucky results or being screwed by unlucky ones . IMO it sacrifices some realism for a MASSIVE boost to gameplay viability, but that's a preference issue.
I'm not looking for preferences here. I am looking for legit reasons this would be good, bad, or indifferent to the gameplay design and balance itself. I'm imagining that once collateral is a serious element that the functional difference will be minimal, though I don't have any evidence to back up that idea just yet. The big impact therefore would be planning around the early game; IE against barb archers (always screws you unless you fortify on the right terrain) and versus and against the rush.
You could argue that the AI wouldn't handle it well, but that would be a silly argument because the AI doesn't handle any combat well ever. Thoughts? Amendments? Is there a reason such a fundamentally frustrating aspect of civ is NECESSARY?
Also, the code in civ IV blows chunks (every unit has to check if it's an air unit or some such crap constantly? Really?), but that's an issue for another time.
I've been thinking a bit lately about how the RNG luck-****s us in the early game sometimes, and sometimes offers great rewards. Many have considered it a necessary evil, but I'm not convinced it's truly necessary.
What if combat outcomes between two relative strength ratios were *fixed*? As in, an axe attacking an archer (neither with promotions) on a flatland *always* had the axe win, but also *always* with the same amount of damage taken? As far as I can think, this wouldn't have a negative impact on the gameplay at all, aside from not relying on lucky results or being screwed by unlucky ones . IMO it sacrifices some realism for a MASSIVE boost to gameplay viability, but that's a preference issue.
I'm not looking for preferences here. I am looking for legit reasons this would be good, bad, or indifferent to the gameplay design and balance itself. I'm imagining that once collateral is a serious element that the functional difference will be minimal, though I don't have any evidence to back up that idea just yet. The big impact therefore would be planning around the early game; IE against barb archers (always screws you unless you fortify on the right terrain) and versus and against the rush.
You could argue that the AI wouldn't handle it well, but that would be a silly argument because the AI doesn't handle any combat well ever. Thoughts? Amendments? Is there a reason such a fundamentally frustrating aspect of civ is NECESSARY?
Also, the code in civ IV blows chunks (every unit has to check if it's an air unit or some such crap constantly? Really?), but that's an issue for another time.