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Author Topic:   Let's Do the Time Warp Again!
DilithiumDad posted 04-30-99 03:36 PM ET   Click Here to See the Profile for DilithiumDad   Click Here to Email DilithiumDad  
It's just a step to the left, then a step...
Oh, Hi!
The topic is the Time Warp option, or accelerated start. Obviously a must for multiplayer, this option is also good for songle player.
WHY I PLAY TIME WARP
1. The huge effects of random events in the first 20 turns are eliminated. If your scout is wiped out by mind worms in 2101, you will be behind. If you step on a pod with a tech or Morgan's link in it, you will be ahead. Later on, these sould be just minor occurences. So I think Time Warp reduces the influence of sheer luck.
2. It's challenging. We all know how crucial those early SP's are. With Time Warp, you only get one of the 1st 7 projects! You missed out on 6! It's easy to win with several of the early SP's, much tougher with just one.
3. The computer factions are much stronger. You will NEVER lose a faction to mind worms. All get one SP and have 3 bases. All factions are significant. When I play Time Warp, it takes decades before I become the top faction, and I never get Governor on the first election unless I'm Lal.
4. It's perfectly balanced. All 7 factions have equal dominance, whereas otherwise one faction has an insurmountable lead or is stuck in the basement usually by turn 20. You have much more of an ability to influence the computer player's rankings by sharing tech and treaties.

So what does anyone else say?

Goobmeister posted 04-30-99 04:27 PM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
I actually did not expect any argument to come close to making me think about the time warped start. Yours, well it at least made me think about it.

1) I like the random events, I actually like them more when they put me behind (except on Transcend) because then there is a challenge. Also if I randomly get a tech or a unit or something else that I normally do not go for early then I have more of a temptation to play a slightly differant style.

2)Good point. If one is willing to give up having their pet SP, or having to crush the faction that has it then this makes more of a early challenge. Good reason.

3) They are all even, ok but then that also means that there is no one ahead of me, and in SP by the time I have 3 bases that reduces the challenge.

4) Using basement dwelling factions to your advantage is a fun style point in the game.

D.D. While your arguments aren't enough to convince me that T. W. is better, I do have a more open mind and may approach it positively to give it a chance.

I still think that the CMN approach to designing and creating a time warp start for MP is the way to go. But that is personal bias.

Goob

Sparky posted 04-30-99 05:32 PM ET     Click Here to See the Profile for Sparky  Click Here to Email Sparky     
... to the right. Put you hands on your hips, and your knees down tight...

Actually, havn't tried it. But I couldn't resist singing Rocky Horror!

MoSe posted 05-05-99 08:34 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
But it's the pelvic thru-uust
That really drives you insa-AY-AY-ane...

1. OK, that's bad for multiplayer. So: you have to be careful, or to take the risk, and that's (player's attitude) also part of what you want to confron in MP played_from_scratch. Not strictly related to skills I admit (who named it podLotto, cousLee?). That's why we use *C*MN's human accelerated start, with ScenEd he can always balance the randomity (hey, Randomity Jane, cool!).

2. TW may be challenging then, but NOT for MP!!!! There I want to see who's able to make the best early startegic decisions about SPs!!!!

3. ???(notin' ta say)
4.You like cookie-cut cookies?

MariOne
-Leeeet's dooo the Miiiind Woooorm again.....

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