Thunderbrd
C2C War Dog
Now that I've steamed off a bit I'm reminding myself that we're still friends and we can come together to make some compromises. That starts with an attempt to understand the other.
Believe it or not I understand where you're coming from ls. It's pretty simple. Until the vision is put in place and players get a chance to experience what it is I've intended for this mod, I don't expect anyone who hadn't been envisioning something similar for a long time prior to this to be able to easily see what kind of play experiences this can provide. By this, I mean everything in the combat mod working in tangent with what we already have in the CivIV combat system.
I mean, I get it... my vision here is complex. It's meant to be. That's exactly whats going to make it work is that it will be an intellectually stimulating challenge that civ has lost for most of us as a result of ultimate familiarity. It's particularly confusing for a designer trying to understand it from my overly verbose explanations, trying to pick up on what it is I'm reaching for here, trying to envision, without experiencing it, how this will impact the game experience.
Were I looking at all this from your perspective I probably wouldn't feel much different. I'd be making all the arguments you're making. I'd be resistant because it would be... well... bewildering and frustrating and I wouldn't see the point.
I promise, however, that I have done everything I can to make the entire system, all the new tags, all the new mechanisms such as equipments and afflictions, completely self-explanatory to the player. It's not going to require that we read and understand everything I wrote in the introductions. It will explain itself as you go. The new combat help pages I've added will fully divulge how the modifiers are all compiling. The text descriptions of each one should explain more than enough to gain the initial understanding of how each new feature will play out. As a player new to the combat mod takes his initial steps into the new systems, it will be with the exploratory spirit intended. It will only take but a bit of game experience to fully understand every detail as they are encountered.
But for a designer trying to wrap his head around 'the plan' here would be hell if you hadn't been imagining much the same beforehand, as we see from Hydro's reaction, someone who inspired a great many of the concepts I set forth to empower the mod to deliver.
And this is exactly why I didn't open up these concepts to henpecking and nitpicking and well, frankly, this:
I never intended to 'move in on your territory'. You've made the point numerous times about how much authority you're supposed to have over the units and promotions. I'm quite happy to take your consultation on adjustments once I feel you understand what the combat mod is really all about and can see where tweaks are necessary rather than the slashing and hacking apart of its entire design. But I haven't done this to step on you. Rather I've done it so that this, the HEART of the game (I'm not against anyone seeing the combat side of civ as being a distraction from the game but I, for one, consider it the whole point) gets the same loving attention to detail that the rest of C2C has received. I was responding to discussions and ideas that were thrown around long ago and have only now come about to manifest.
So I'm going to try to respect your position on all of this. I've already promised to set forth a mod plan with any future project before beginning in earnest to develop it out. And if I felt the core team was upset by what the combat mod is bringing to the table, we'd be having that more serious discussion you're talking about. But all I ask is that you simply relax. Ignore the combat mod for now. Develop units as you always have because its on the back of that existing balance that the new stuff rests as it goes in to deepen, but should not greatly upset, the current design.
In the meantime, what I would LIKE to do is have full reign to develop the xml end of the combat mod as a module. I want to do it in the module form at first because there will be a natural development border for a while, where a player, throughout the course of the game, would inevitably cross a point where they will cease operating with the combat mod's game balances and drop off into a realm of incredible IMbalance as a result. So until most of it is developed in the xml, or a good model from which to start evaluating at least, I want it quarantined to a development sector.
Then, once the module is ready for activation for the mainstream players, we'll simply turn it on by default and let those players judge for themselves whether your fears have manifested and the mod has become burdensome and overbearing with minutae. I don't deny the possibility that some will feel this way, but the wonderful element of working it this way is that the module can be simply omitted by those players who feel this way. This was my intention from the beginning, as I explained.
So lets make it simple. Don't bother working it at all if its going to be as you'd proposed. Because it will make the effort to make the module all the more difficult as I'll have to work out how to make it override everything else you've done to implement the combat mod in the process.
Then, once its ready, play it a bit and see what you think and then I think we can begin to hammer it out into something that's a bit more pleasing for all. I really don't think you'll find it so bad as you believe it will be now thanks to the impression that trying to understand it all so you can implement it all has left you. Through play, I think you'll get a completely different impression, but only if its been designed with the care and thought I mean to infuse it with rather than a bunch of flatly simplified implementations designed to help us all ignore it as quickly as we can.
Believe it or not I understand where you're coming from ls. It's pretty simple. Until the vision is put in place and players get a chance to experience what it is I've intended for this mod, I don't expect anyone who hadn't been envisioning something similar for a long time prior to this to be able to easily see what kind of play experiences this can provide. By this, I mean everything in the combat mod working in tangent with what we already have in the CivIV combat system.
I mean, I get it... my vision here is complex. It's meant to be. That's exactly whats going to make it work is that it will be an intellectually stimulating challenge that civ has lost for most of us as a result of ultimate familiarity. It's particularly confusing for a designer trying to understand it from my overly verbose explanations, trying to pick up on what it is I'm reaching for here, trying to envision, without experiencing it, how this will impact the game experience.
Were I looking at all this from your perspective I probably wouldn't feel much different. I'd be making all the arguments you're making. I'd be resistant because it would be... well... bewildering and frustrating and I wouldn't see the point.
I promise, however, that I have done everything I can to make the entire system, all the new tags, all the new mechanisms such as equipments and afflictions, completely self-explanatory to the player. It's not going to require that we read and understand everything I wrote in the introductions. It will explain itself as you go. The new combat help pages I've added will fully divulge how the modifiers are all compiling. The text descriptions of each one should explain more than enough to gain the initial understanding of how each new feature will play out. As a player new to the combat mod takes his initial steps into the new systems, it will be with the exploratory spirit intended. It will only take but a bit of game experience to fully understand every detail as they are encountered.
But for a designer trying to wrap his head around 'the plan' here would be hell if you hadn't been imagining much the same beforehand, as we see from Hydro's reaction, someone who inspired a great many of the concepts I set forth to empower the mod to deliver.
And this is exactly why I didn't open up these concepts to henpecking and nitpicking and well, frankly, this:
Because until its experienced, you probably won't understand what these concepts will bring to the mod and to its gameplay. You aren't alone. I figure there's a number of others following this discussion that are completely siding with you here because they, too, don't glimpse the vision as I have, and as Hydro has.The whole combat mod could have been discussed and pruned during the summer and molded into a streamlined and not overly-detailed system.
I never intended to 'move in on your territory'. You've made the point numerous times about how much authority you're supposed to have over the units and promotions. I'm quite happy to take your consultation on adjustments once I feel you understand what the combat mod is really all about and can see where tweaks are necessary rather than the slashing and hacking apart of its entire design. But I haven't done this to step on you. Rather I've done it so that this, the HEART of the game (I'm not against anyone seeing the combat side of civ as being a distraction from the game but I, for one, consider it the whole point) gets the same loving attention to detail that the rest of C2C has received. I was responding to discussions and ideas that were thrown around long ago and have only now come about to manifest.
So I'm going to try to respect your position on all of this. I've already promised to set forth a mod plan with any future project before beginning in earnest to develop it out. And if I felt the core team was upset by what the combat mod is bringing to the table, we'd be having that more serious discussion you're talking about. But all I ask is that you simply relax. Ignore the combat mod for now. Develop units as you always have because its on the back of that existing balance that the new stuff rests as it goes in to deepen, but should not greatly upset, the current design.
In the meantime, what I would LIKE to do is have full reign to develop the xml end of the combat mod as a module. I want to do it in the module form at first because there will be a natural development border for a while, where a player, throughout the course of the game, would inevitably cross a point where they will cease operating with the combat mod's game balances and drop off into a realm of incredible IMbalance as a result. So until most of it is developed in the xml, or a good model from which to start evaluating at least, I want it quarantined to a development sector.
Then, once the module is ready for activation for the mainstream players, we'll simply turn it on by default and let those players judge for themselves whether your fears have manifested and the mod has become burdensome and overbearing with minutae. I don't deny the possibility that some will feel this way, but the wonderful element of working it this way is that the module can be simply omitted by those players who feel this way. This was my intention from the beginning, as I explained.
So lets make it simple. Don't bother working it at all if its going to be as you'd proposed. Because it will make the effort to make the module all the more difficult as I'll have to work out how to make it override everything else you've done to implement the combat mod in the process.
Then, once its ready, play it a bit and see what you think and then I think we can begin to hammer it out into something that's a bit more pleasing for all. I really don't think you'll find it so bad as you believe it will be now thanks to the impression that trying to understand it all so you can implement it all has left you. Through play, I think you'll get a completely different impression, but only if its been designed with the care and thought I mean to infuse it with rather than a bunch of flatly simplified implementations designed to help us all ignore it as quickly as we can.