Game intensity and length based features in question

Adopt this concept

  • add in elements to emphasize the fuller span of evolution

    Votes: 1 6.3%
  • add in the elements with moderation only to keep a longer game feeling right with game progess

    Votes: 4 25.0%
  • don't use this idea

    Votes: 13 81.3%
  • other

    Votes: 1 6.3%

  • Total voters
    16

Englor

General
Joined
Mar 14, 2006
Messages
203
Location
Middletown, New Jersey
There is something I noticed about how the game might expand on what it offers already in the appauratic element pertaining to units and promotions.

A while before I have posted suggestions based on length and intensity variations. This thread, being more of an inquiry than a source of suggestion speaking in the primary.
I believe that the game might illustrate a sense of universalization towards the promotion approach and the warrior type succession approach.
I thought about some other posts made by other members on this forum.
What occured to me was that there is something to notice about how the game length feature really only matters when you play a short game for a challenge bonus. If you choose to play an epic game than all you do is lengthen the scope of time playable before the game ends.
I thought of an idea that some might wnat to be aware of. And that idea is the implimentation of adding in total background structure to the game when you choose to play longer variations.
During quick games, the unit succession from say ancient age basic infantry to modern age infantry is a fast process and there are less units to build. The idea is that the succession might look like, spearman, to pikeman to halberdier to grenadier to bazooka or some other alter-infantry unit aside from infantryman.
In a normal game variation, the game should stay basically as is.
During epic games, the total succession might be as "complete" I might dare to say as; haveliner to spearman to armidon to hoplite to centurian to skewerman to pikeman to halberdier. Basically covering one soldier succession to every military advance.

So what does anyone else think of the idea of adding in more material to longer games to spread out the over time spance and feel.
 
Good idea. Quick comment though. Why change it if it ain't broke?

The allure of Epic and Marathon games for me was the fact that axemen didn't become macemen by the time they got to the borders to prepare for an attack. Because jumps in even 1 strength in this game are HUGE, this would be a hard change to implement and to balance.
 
The main draw of playing slower games for me is that units don't zip through from being top-of-the-line to obsolete so quickly, so your change would remove the main reason I play epic and marathon games. I think most people who play the slower versions like a chance to use a unit before the next tech level hits, and wouldn't want to add more unit types to make units go obsolete quicker.
 
I don't think this is a good idea. One of the best points of the slower game speeds is that you actually get a reasonable amount of time to use each unit before they go obsolete, which you don't at the quicker speeds. If you insert a load of variations into every unit line then you'll be right back at the original problem that by the time you've built a unit it is already out of date.
 
cairo140 said:
Good idea. Quick comment though. Why change it if it ain't broke?

The allure of Epic and Marathon games for me was the fact that axemen didn't become macemen by the time they got to the borders to prepare for an attack. Because jumps in even 1 strength in this game are HUGE, this would be a hard change to implement and to balance.


Fair enough and I'd like to further reflect on this just because I like to see if maybe I could hash a more refined approach. It's just a thought though and I guess I'm awaiting other interesting topics to discuss, until then this is all I got. No offense intended by the way.
 
Honestly I think the Military Depth of the game is deep enough. What I would rather think of are other elements to add.

I thought of something like Negative Techs that you atomaticaly get if you want or not. Or what I would really love to see is a enhanced ressource management. Something like that includes Energy Management. I mean those rather "modern" Phenomenona of Civilisation itsself.
 
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