Author
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Topic: Unrealism in SMAC
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Wissenshaft |
posted 02-18-99 06:11 PM ET
These are a few things I have found unrealistic about Alpha Centari.1. Units should not be able to heal back up to full strength in the field. Typically with infantry, for instance, 2 out of 3 or so of the people that are put out of action are only wounded, but 1/3 are dead. Dead people do not come back to life(though argueable this is possible with nanotech, but this is not present early in the game). This should be represented in the game. 2. Morale and troop quality are quite different. Crack, elite, troops have always been formed in history by taking the best troops from throughout the military, the cream of the crop, and near elite troops are possible via this without combat experience, but it is nearly impossible for elite units to form, or very good ones, through just combat. Some people are naturally better than others. Morale is more of a fighting spirit. And typically 50% unit effectiveness/causalties will break a unit, though unit quality does effect this. 3. Government/Social systems are not as easy to change (or as difficult) as the game indicates. Going from a democracy to a police state or vice versa can often be quite difficult, look at the former Soviet Union for instance. Also, the faction benefits/hindrances would be more a result of social differences rather than inborn (and even that could be changed with genetic engineering). Values and similar features on the social screen should influence this, perhaps with the addition of genetic engineering, the factions are all human after all. Given the technology in the game, one should eventually be able to become exactly like another. (of course the leader -- you -- would influence this. Those are some initial thoughts, of course it goes unmentioned that you are effectively a dictator despite what government you choose. Wissenshaft
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clockhammer
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posted 02-18-99 06:23 PM ET
Wissenshft,Your points are very valid, but once you wipe away the academic accurateness of your statements one thing remains.... would making the game 100% realistic make it fun? Regards... |
Prerogative
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posted 02-18-99 06:35 PM ET
Exactly, SMAC is a game. Games aren't supposed to be perfectly realistic, they're supposed to be fun  Infact, I don't there is such a thing as a perfectly realistic game. Not an interesting one anyway... |
Wissenshaft
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posted 02-18-99 06:36 PM ET
Oh, I forgot one thing, secret projects are unrealistic in that any people who have the technology should be able to duplicate the feet. As for realism being fun, I view it like this. The purpose of the game is to simulate controlling a culture, leading a civilization, and, of course, to have fun while doing so. Blatent unrealisms make the game less enjoyable for me. Realism adds strategy to the game. Additionally the game is meant to have a sense of realism, at least it appears so to me, so being as realistic as practical is good. Wissenshaft |
Prerogative
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posted 02-18-99 06:40 PM ET
Point about the Secret Projects.Of course it isn't realistic that you can't make two, but that's what makes SPs so interesting! Not only does the faction itself, its leader, its government, its location and all that stuff contribute to the individuality of each faction but the ownership of Secret Projects as well. I, atleast, would think the game FAR less entertaining if every faction could build all the SPs. Especially since certain structures (such as the Hunter-Seeker Algorithm) would completly exclude certain aspects of the game. |
UndertakerAPB
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posted 02-18-99 06:47 PM ET
Wissenshaft personally I think u are heaven from above.Exactly what I have been preaching for a while now.If u see the Forum which is loaded with attacks against me because of my view towards the realism of this game u would understand. And what u said about governments u are absolutely correct.I myself when playing this game feel I am 99.9 percent of the time a dicatator.I don't feel the citizens I rule.I give them Democracy they don't show that symapthy I use to get from CIV2. In CIV2 and 1 u were happy to be governing these people.But in SMAC which are factions not nations in my point of view doesn't give me the touch I well deserve.Between me and u I feel in this future on AC it sounds like we the humans or the minority on this planet. Reminds me of TERMINATOR... So Wissenshaft be proud to say what u feel, hey u aren't the only gamer out there that have mixed feelings towards this game.
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CBH
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posted 02-18-99 06:59 PM ET
Points 2 & 3 are valid as regards 'real world' effects, although it does not seem to be possible to repair a unit to more than eighty percent health in the field. This is mentioned in the manual, to repair the last twenty percent, the unit must be in a base. |
Borodino
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posted 02-18-99 07:03 PM ET
UndertakerAPB, Disagreements are not "attacks".That said, so far as I've been able to determine, the only way to heal a unit all the way in the field is to hit an obelisk. My units have never healed above 80% or so damage. I agree with that morale is not what is really measured by what is deemed "morale". It is really experience. However, it is really more a case of misapplied terminology than a game-breaking issue. The governments and secret projects, on the other hand, are gaming conventions. No matter how much we may want to do so, we can't have any simulation which is completely accurate to life. [I feel this is because life isn't completely accurate to life, but that's another philosophical issue altogether.] Also, again to UndertakerAPB: please don't take this in a deragatory manner, but could you please take the time to hit the other two letters in "u"? It is very disconcerting to see language mangled like that. Thank you. |
ThRiLL
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posted 02-18-99 07:14 PM ET
I dunno Undertaker. It's a game. If you want abject realism without compromise, go into politics. I'm sure Wissenshaft will vote for you.Me? I'll spend my days playing my unrealistic games, and reading unrealistic works of fiction, reading newspapers that are unrealistic because they are written from only one point of view, and then finally going to bed, where I can have unrealistic dreams about supermodels and pudding. Sound good?  -ThRiLL |
Prerogative
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posted 02-18-99 07:22 PM ET
Mmmm... unrealistic pudding... |
Spoe
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posted 02-18-99 07:23 PM ET
CBH: With the exceptions of the monoliths, transports with a repair bay, and one Secret Project(Nanofactory, IIRC), this is true. One cannot repair beyond 80% outside a base. |
Rong
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posted 02-18-99 07:46 PM ET
Mmmm... realistic supermodels... |
Brother Greg
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posted 02-18-99 07:53 PM ET
Let me pose this one to you:Please show me any game that is 100% realistic. Any one, I don't care. But if you can show me even a single game that is realistic, then I'll eat my computer, piece by piece. Until then, please leave computer games alone. If you don't like playing unrealistic games (which they all are), the do the following: Turn the PC off. Exit the room. Exit the house. Look around. What you see is the only place you will ever see realism. Go out and enjoy it. Then if you want a little bit of fun, that is entirely unrealistic, come back and try a computer game. Computer games are, in the end, about suspending reality, and imagining what may be. If you cannot suspend reality and enjoy a game for what it is, then may I humbly suggest that you are missing the whole point, and that maybe you should just go back to real life, as obviously that is the only thing realistic enough to fulfill you... Humbly your servant, Brother Greg. |
Rong
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posted 02-18-99 08:09 PM ET
Chill, Brother Greg. Has SMAC hit down under yet?  |
Brother Greg
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posted 02-18-99 08:18 PM ET
Oh, I'm chilled, don't worry. I thought I was actually quite polite and calm in that post...  And SMAC hit down under two or three days BEFORE it hit the USA (and that's a whole other kettle of fish). I've had it for three days now (no, I didn't get it the day it came out).  |
Q Cubed
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posted 02-18-99 09:02 PM ET
I hear you, Wissenschaft, Undertaker. I hear you too, Brutha' Greg.The point is, even though Civ-type games are turn-based, strategy oriented and all, they can't be realistic. Rovers, which move 2sq/turn, "realistically" would be moving around 11-12 squares or more per turn. If this were the case, then it would be far less fun...you could easily reinforce a city for a turn with all of your units, seeing as infantry could move 3-5 squares, and the element of exploration and discovery would be over with within the first 100 turns or so. "Realistically", to change social engineering, you would not have an immediate change, you would have a gradual change over several years...but then, you would have to wait a decade for the effects of {Future Society: Cybernetic} to take effect...and then, it won't even be that effective. "Realistically", the first few units to be attacked by mindworms would be annhialated, because nobody would know how to fight back...and you'd need a tech advance to fight back. "Realistically", you'd need to have a game that measured time in increments of weeks or months, and lasted at most 50-60 years, about the length of your reign...but then, how would you control the destiny of mankind? "Realistically", the ascent into transcedance evolutionary step wouldn't happen for a long time, not within the 500 year game limit timeframe. "Realistically", the AIs wouldn't sometimes expose themselves or overextend their empires foolishly...they'd be just as wily and evil as you. "Realistically", it would be harder to maintain your control over your empire, as even if you were a ruler, there would be so much more micromanagement without a "Real" federal system working to keep the cities under control. "Realistically", units with an attack factor of 0 should have a greater attack strength and be able to attack...a former can squish infantry, or bore a hole underneath them and bury them. "Realistically", some of the technology of the game wouldn't even exist, simply because it is forbidden by the laws of the universe. "Realistically", this game would stink. I would like to see a "Realistic" game. A flight sim, perhaps? How realistic are those? The clouds don't look real. The engines don't sound real. The joystick doesn't fight as much as the real flight stick. And i have yet to find a good fog engine...FS98 still doesn't cut it. How about RTS? C&C and StarCraft don't seem too real. Neither do others, like TA. RPGs? How realistic is Parasite Eve? FF3? FF7? Illusion of Gaia? If you're craving reality, freeze yourself for a few hundred years until they come up with sentient algorithms, or just go outside, and play an outdoor game...like football...or baseball... |
Q Cubed
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posted 02-18-99 09:05 PM ET
btw...Games are FICTION.and with Fiction, you should always have... WILLING SUSPENSION OF DISBELIEF... else, where is the fun in enjoying something you know isn't real? |
Q Cubed
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posted 02-18-99 09:06 PM ET
and TBS can't be realistic, either.Factions don't take turns to make their political, etc. moves. It's simultaneous. |
Wissenshaft
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posted 02-18-99 09:35 PM ET
There is a difference between games that try to be realistic (like Civilization-type games) and ones that do not (such as final fantasy series). Since Alpha Centauri is of the former style of game it should strive to be *as realistic as possible*. Some of you have committed the so-called Slippery Slope Fallacy and also have made a straw man, by exagerrating and changing what I have said. Also, a non sequiter was demonstrated by the many claims that realism means a lack of fun. Technology limits what can be implimented in the game, this must be considered. With troops and healing they should be able to heal up to different levels depending on how severely they were damaged. With secret projects, some may be unrealistic in some respects, or some (like the Hunter-Seeker) may require units to counter them. The instances I have specified can be changed and addressed within the current bounds of our technology. Others cannot. World size, hence troop movement, are unrealistic, but we do not have the technology available to allow them to be realistic to game players. This is an area where concessions would have to be made. However, just because everything cannot be as realistic as possible doesn't mean we should not attempt to make those things we can realistic. That was the purpose of my posting. A realistic game, or one that is close to realism, is one that Alpha Centauri appearenlty tries to be, my comments were constructive criticisms.Wissenshaft |
Prerogative
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posted 02-18-99 09:48 PM ET
You misunderstand.I never said realism="no fun" but rather your corrections for realism would REDUCE the fun. If Secret Projects could be built by every faction, what would be the point? Everyone would build them, obviously. All the distinctiveness of each faction which lays claim to different SPs goes to hell in the name of realism. If government/social systems took realistic upheavel, it would cut into the gameplay. For 10-20 turns a player would be crippled completly. Is that fun? Besides, SMAC does take place 100 years from now. Maybe they just nerve staple everybody and during the hangover they switch goverments  Really, I'd much rather have my plain ol', good unrealistic SMAC than make the above mentioned changes, just for the sake of "realism."
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Brother Greg
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posted 02-18-99 09:53 PM ET
Rubbish! We could make troop movement realistic, the decision to do so has absolutely nothing to do with technology, it has to do with gameplay. You want to make it realistic - just go into the text files, and multiply everything by 100, then you'll have close to realistic movement. Else, go and play an RTS, because turn based movement is completely unrealistic anyway...And you fail on one other point too: SMAC does not try and be realistic. It tries to be one particular person's (or group of people's - read Firaxis) view of reality, abstracted in such a way as to be playable on a PC, and above all be FUN. Ask any developer what they'll chose if they have a choice between reality and FUN. They'll choose FUN every time. It is meant to be a game, not a simulation... I like the fact you're trying to improve the game, but don't base your whole argument on reality, or a lack thereof. I mean, Secret Projects buildable by anyone. Sure, realistic, maybe, but on the other hand, completely not FUN (that magic word again). Where's the rush when you're wondering who is going to build it first, you or the opposition? |
Krikkit One
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posted 02-18-99 09:55 PM ET
I'm afraid I have to agree with Wissenshafts point. Civ and similar games are essentially social sims. Admittedly, the game has to be unrealistic, but this is NOT a function of fun. Rather, realism is sacrificed because of computer performance.For example, assume a totally realistic Civ-type game. Squares would be about 100m on a side, or about 50 billion squares on a planet. Turns would be about one week, through out the game. There could be thousands of civilizations. There could be millions of "cities" Each "city" (which would actually be more of a region) would be producing hundreds of things at once. All of those things would require at least 3 or four other things for their production. (i.e. a tank unit would require trained men, factory labor, and machine parts [which would require factory labor and various processed metals{which would require refinery labor and various ores (which would require mining labor and mines)}]) Also people would have a tendency to do things on their own so each "city" would have to store complete psychosocial information on the inhabitants to determine exactly how they would react to your decrees. In essence the game would require 100 years of super computer time to do one turn. So the reason that SMAC, or other Civ games, are simplified is not to make it more fun. Rather the reason they simplified the things they did was because the simplifications they made were the simplifications that PRESERVED the fun/strategy/realism the most Now while SMAC is not a great leap forward to the Sim-Civ game I described, it is a major step. The social engineering cost is good as is the incomplete repair. BTW, as to any criticism of the techs, SMAC is set in a science-FICTION setting, i.e. they have to make it believable but that's all. Actually, I would say that other than the Psi, It is a very hard SF. |
Scrubby
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posted 02-18-99 10:08 PM ET
Just a few things meandering through my mind:1. Posting on an open forum like this invites "discussion" or "attacks" (for Undertaker only ) so anyone who posts and then complains about replies should shut up. So there. 2. A computer game, like any other game, must abstract things. For example, time is segmented into turns each equalling a year or units have an Attack Value which represents their "offensive strength" or whatever. By its very nature SMAC is "unrealistic". Now I have never designed a game but I've played a lot of them so I fancy myself somewhat conversant in their construction. A game, computerized or not, must make tradeoffs in abstractions. Sure they could have made field repairs or some other thing "realistic" but then they wouldn't be designing a game or perhaps they would have unbalanced the gameplay etc.. (Nevermind that "realism" itself is a subjective thing... but I digress) What I am trying to say then is that arguing "realism" in a game, though a proud tradition of gamers since the beginning of time, is a silly thing. More properly you should be attacking the abstractions/tradeoffs that Firaxis has made. YOU ARGUE PLAY BALANCE and FUN! That is what Firaxis has tried to create, a fun, well balanced game, not a depiction of reality. I believe, with all due respect, that you are comparing apples to oranges. Perhaps more "realism" would make SMAC more fun for you but to each his own I suppose.  |
Prerogative
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posted 02-18-99 10:11 PM ET
Krikit, I don't know what your idea of "fun" is but a game of such complication and magnitude as you just described not only sounds boring but also far too complex for me to stand. I like my simplified games, because IMO, things which get to complex begin to become confusing, frustrating and in the process lose all of their fun. Maybe you'd like a game which would take a year or two to complete, but I sure wouldn't. |
Q Cubed
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posted 02-18-99 10:18 PM ET
you know what...i go back to my previous statement.you want realism? go outside. you won't get it off the internet, not off these forums, not off SMAC, not of Civ. it's a game, it's fiction. willing suspension of disbelief comes into play. if you don't want to suspend your belief, and shut down an overanalytical mind for some hours of fun, it's no surprise you can't enjoy a simple game. |
Wissenshaft
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posted 02-18-99 10:34 PM ET
A few points: The reason why movement is unrealistic is because the planet size unrealistc. This is so because our computers could not run a planet that is realistically sized. As for realism affecting game balance this is dubious, afterall, if everyone has the same rules then the game balance would be equal, though it, as is true now, would favor some strategies over others. The rulership of a civilization is meant to be the fun aspect of this game, but that does not mean the game cannot be realistic in other aspects. There are two types of trade-offs: One is technological, the other is practical. The former is limitations on our computer systems. The later is our interface and ability to use the systems in an enjoyable manner. The problems I proposed are ones that are not a technological problem. The game could be changed to address them. Secret Projects/Wonders in a game like this is unrealistic, but sociatal intricacies are not. That is, what should be more involved in the uniqueness of a civilization are its customs in such. What also might be a good idea is the way it expends resources. In this sense a pseudo-wonder concept could remain, a society can expend resources, constantly, to ensure a certain effect. This does not mean one cannot duplicate another civilization in this aspect, but one would have to trade-off vs. other effects. City management, ideally, would be only slightly guided by the 'Supreme Ruler', most of it would be 'automated', done by governers and the like, which is what the game, even civilization, roughly implimented, one did not need to worry about small details, just general ones. In conclusion, the game could be made more intersting by adding realism, not less. I see the game as a type of simulation, as Krikkit One said it is a "social sim". So I think there should be more realism. I also think the realism can add more elements, hence fun to the game. After all, reality does seem to be rather interesting, in my humbel opinion. I personally find it a subtraction to the amount of fun I have if my 'people' and my 'society' have fundamental unrealisms in them. It lessens the feel of leading a group of people, and changes it into something that is "just fake". Not, of course that I do not recognize that it is not real, but its intention is to provide the feeling of a reality.Wissenshaft P.S. I think someone might of refered to my comments on what people had said, and they I should not have commented. I would not my comments were pointing out logical fallacies in the reasoning people were using, hence indicating problems with what some were saying. I was not specific because people tend, unfortunately, to take things personally and as insults. |
UndertakerAPB
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posted 02-18-99 10:38 PM ET
I will keep quiet!!!!!!! heheheheeheheheheheehheehehehe |
Brother Greg
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posted 02-18-99 11:18 PM ET
Who says the planet size is unrealistic? As far as I am aware, nobody has said that a square is equal to any certain distance. Therefore, if a square can be any size, then the planet could either be 5cm accross the equator, or it could be 5 billion kilometers. Therefore, any argument that the planet is unrealistically sized is a falacy, based upon false assumptions.Again, realism does not effect balance. it effects FUN. Sure, realistically, a ruler would not tell every city what to build and when. Realistically, cities would not build one thing at once. Realistically, food has little to do in modern times with city growth - hell, look at Africa, where millions of babies are born, despite the fact they can't feed themselves. Realistically, building a Church doesn't instantly make people content. Realistically, trade doesn't just happen as soon as you make a treaty with someone. Realistically, a leader doesn't oversee every battle. Realistically, not all units of the same type have the same abilities, or power. Realistically, a ruler doesn't live for five thousand years (CIV), and should actually have to run for re-election, as should his great^infinity grandchildren. Shall I go on? Now, all of these things would be realistic, or could be made more realistic. And according to your definition, therefore more fun. Well, I think they would all totally ruin the game. You may as well just turn on all of the auto governors, and let the game play itself, with you only giving broad based directions to your people. Face it, a totally realistic game would be as boring as watching grass grow! As I said, realism is not a reason to change a game in and of itself. It is only a factor that may lead to a game changing, IF it doesn't effect the fun, which half the stuff you suggest would. You want reality - go play Sim City 3000. If it is anything like it's predecessors, it is realistic (more than CIV anyway), and also as dull as all hell. |
JaimeWolf
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posted 02-19-99 12:16 AM ET
As for the planet - it is unrealistic ... it is shaped like a cylinder. Me ... I'd prefer to have a doughnut - at least then you could walk of the top onto the bottom. Anyone got any ideas to justify a toroidal world?James |
DrDestiny
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posted 02-19-99 12:29 AM ET
The only thing I think is un-realstic (and matters) is that government type thing. I noticed in Civ II I was always worring about the people and stuff, and in Alpha Centauri they seem preety easy going. I think that they could have added more of that kinda of stuff. (but then again maybe I'm not playing on high enough difficulty) Well no matter what the case, I LUV SMAC! |
Pudz
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posted 02-19-99 01:03 AM ET
a civ game without secret project(wonders) are you mad!!!!!. j/k i know you are just a little angry  why don't you critize civ 1, just becasue the egyptains built gaint tombs, doesn't mean they all got free graneies. sheesh. as a programer seeing what firaxis did, i love it. if you really want a game that is that realistic, well hack it you self. besides, some of us play computer games to escape this 'realistic world' and all of its stress. im sure you would have a fun time, taking everyone of you citizens raising them from infancy to geezerness, but if for one don't like those details. i soooo much don't want to see a game that is just politics. i hate politics. i just want to control everylittle city, for 10,000 years, building temples that make people automaticcally happy, on my nice 50000000000 million mile donut world. |
QuienSabe
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posted 02-19-99 04:56 AM ET
Hello to all,I have been lurking here for a few days and I must say that the discourse on this forum is the primary reason why I purchased SMAC. Great game and I must compliment FIRAXIS on the story leading up to the acutal release of the game. Two items: First, we are all participating willingly in a SCI FI simulation. Suspend your disbelief for a few hours, that's the idea. Secondly, right, wrong or totally wacko I enjoy the "Devil's Advocate" Undertaker. Any subject "U" comments on immediately becomes controversial. Keep it up! I'll be back, QS
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Chris Pine FIRAXIS
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posted 02-19-99 10:09 AM ET
Krikkit One:A few comments, if I may: 1) Actually, there is a game such as you describe. The most advanced supercomputer ever made is computing the whole thing realtime, as we speak. (I think it was made by a bunch of mice to find some big question or something... but that's another story.) Oh, it's quite real. Unfortunately, it just isn't that fun. In reality, neither of us is a world leader. We aren't immortal. When we turn cities into craters, we feel really bad. Tech advances are pretty slow (especially those first ones). It's not a flaw of the computer that our turns are so slow... that's just the design of reality. 'Fun' was not foremost in the designer's mind, I guess. 2) Chess, checkers, Go, Monopoly, Risk... these are all games I like. None of them are too realistic. If they were, they would all be the same, and as much fun as paying the phone bill. 3) I think we can agree that it is possible for a game to be TOO realistic. Thus, the question becomes, "Where do we draw the line?" It must differ for different games, of course (see 2), so who decides what is appropriate for each game? The designer does. Most likely he (Brian Reynolds in this case) has a better idea than most people on what the game "should strive to be" (Wissenshaft). It seems like it ought to be up to him to make that call. Civ-style games do NOT try to be realistic. Ask Sid and Brian. They try to be fun. Personally, I think that's what a *game* "should strive to be". |
Zorak Zoran
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posted 02-19-99 10:17 AM ET
Let's consider a very old TBS: Chess.This crazy game is quite unrealistic. Knights don't really jump over soldiers, making Bishops disappear when they land, right? Well, someone decided to make it a bit more complex and created, say, King's Table... and so on, and so on... And that brings us to where we are today. Hot off the presses it's Alpha Centauri. Sure, it's unrealistic in places. What high tech wars last 80 years anyway? But it's fun. I still play chess knowing that Knights never jumped over soldiers to kill royalty. I will play SMAC knowing that that you cannot magically transform huge amounts of energy into a space program in a singe year. There is a limited amount of time and manpower that can go into each computer game that hits the shelves. Given another ten years, this game would include all kinds of features, but it still wouldn't be done. It is just another step on the road from Chess to... what? A game so real that it's... life. So, go out and write your own "perfect" strategy game. And I'll be there on day one telling you how unrealistic it is. |
Chris Pine FIRAXIS
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posted 02-19-99 11:34 AM ET
Good point. You say we can't make a game that is totally realistic. True.What I want to say is that we *shouldn't*, even if we could. Not only is it not realistic to expect that there will ever be a realistic game (ah, the irony), but it isn't even something we should strive for. The 'ideal' of realism in games is simply antithetical to the very nature of what a game is. |
Wissenshaft
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posted 02-19-99 12:05 PM ET
Thank you everyone for making a strawman*, and for using a slippery slope fallacy** again. What I have been saying is this: Civilization-type games try to simulate, within the bounds of having fun, ruling/guiding a culture. Technology limits the realism allowed. Many games do not attempt to be realistic, that is fine with me. I personally enjoy the Final Fantasy series. Everyone can agree that there are areas where Alpha Centauri noticeably departs from plausible realim. I think that there are many of these that could be fixed, and that most, if not all, of the things I have mentioned would add to fun and gameplay, add to the strategy. To respond to some different things people said. Brother Greg: The map size is unrealistic, the units either move too slowly, or the cities are far too big, especially considering the area they can gather minerals from. I recognize this is a problem of technology, a much larger map would take up too much space for saved games, for one. Also, I did not say that realism implies fun, merely that realism does not imply less fun. Pudz: I am not angry, and criticizing Civ 1 would not help with problems evident in Alpha Centauri, might as well go with the latest one out. It is more effective. Chris Pine: I never said one should sacrifice fun for the sake of realism, merely that in a Civ-type game one should have as much realism as is possible without sacrificing fun. This is very possible. Zorak Zoran: If I do make a startegy game, and you can give me advice on where it is unrealistic, I would be most appreciative. I currently plan on going into scientific research, so any game I made would be for fun. hehe. QuienSabe: I also greatly enjoy SMAC, I like playing the game greatly, but that does not mean there are not ways it could be improved. Science-fiction does of course involve a suspension of disbelief, but, as someone said, SMAC attempts to be a hard-scifi, that is, it attempts to be scientifically feasible, within the limits of fun, I only suggested ways to improve this aspect.Wissenshaft *Making a strawman is when you misrepresent someone's arguements, wether or not it is on purpose, and then attack that view. Unfortuneately it doesn't say much for what the person origionally said. **The slippery slope fallacy is when you claim that if one thing happens then other things will necessarily happen, though the connection is logically dubious. Note: I did name people who made particular fallacies, more or less, if that is a problem I would be happy to oblige (again, people tend to take such things as insults, not as constructive criticism). |
John Dilick
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posted 02-19-99 01:26 PM ET
Wissenshaft,Drop the strawman argument, OK? You -- yes, you -- have made the claim that the Civ II class of games strive 'to be as realistic as possible'. Prove it. I dare you. The games try to be as *consistent* as possible, within the framework that the deisgners have chosen. The games try to be as *fun* as possible, within the framework the designers have chosen. The games try to be as *appealing* as possible to as many gamers as they can be. But realistic? Not a chance. In the real world, elephant cavalry *crushed* the opposition, but required tremendous support. Oops, Civ II didn't model that properly. In the real world, Leonardo da Vinci didn't have a workshop that automatically re-equipped Italian infantry. Oops, Civ II fell down on the job again. In the real world, *none* of the Wonders actually affected life as they did in Civ II. And you know what? If they *had* tried to make the game that realistic, it wouldn't have been fun. John Dilick Avid gamer, husband, father and seeker of the Hunter-Seeker Algorithm. |
PlanetRuler
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posted 02-19-99 02:14 PM ET
Well said Chris Pine!!!!Realism is simply a tool we want games to simulate not completely embrace. But I also think there are some valid arguements to be made for checking the validity of certain types of realism in a game. My one small bitch about SMAC is the diplomacy... AI may be improved but I rather think it has been improved but has been put to effective use... How real do I want these? <shrug> AS long as it is fun.... |
kjchen
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posted 02-19-99 02:14 PM ET
Wissenshaft: just because you perceive the game to be a simulation does not actually make it a simulation. I would argue that SMAC (and its predecessors, Civilization and Civilization II) are simply complex board games with the trappings of verisimilitude. That is, the rules of the game attempt to align themselves with "reality", but the game design is the driving force behind the way things happen in the game, not the reality that is modelled. Certainly it would be more realistic if decimating losses on a military unit affected its maximum ability to heal in the field, but in game terms this would mean that the player would be forced to retreat more often, which would simply extend the length of combat over hotly-contested regions of land. More realism, but more repetition. Is this realism which contributes to the playability of the game? Likewise, it is plausible that Secret Project technology would be reproducible by other factions. However, in game terms, what would be the purpose of building such a project if the beneficial effects were available to the other factions (albeit at delayed, or perhaps increased cost) anyway? Secret Projects would become little more than very large city improvements, and the aspect of "rush to build improvements to deny them to your enemies" as well as "lay siege to an enemy colony which contains a much-needed Project" would be lost. I believe you're looking for features in SMAC that don't exist because they were never intended to be there. The problem isn't a technological one, as you state, but rather it's a design issue. |
QuienSabe
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posted 02-19-99 02:25 PM ET
Chris brings in an interesting aspect: Other simpler games most of us have played at one time: Monopoly, Risk, Chess, etc.In the defense of WS, I think alot of us try to "tweak" those games as we play them to reflect our own realities or desire at realism: "free parking", generals and navies in Risk. Games are at best an abstraction designed to free us from some of the gritty realities of life. That's it, enjoy these diversions however realistic. QS |
Krikkit One
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posted 02-19-99 02:50 PM ET
Regarding reality v. computer games. I agree with Chris Pine Yes, I do know there is a real world. However, I said Civ-type games are a "social sim" thinking along the lines of a "flight sim" Now the differences between a flight sim and really flying as far as I can tell area) You don't have to buy a 20 billion dollar plane and get approval from congress. You buy a 2000$ computer, a 50$ game and you get approval from microsoft 95. b) You don't die when you drive the plane straight into the ground. Instead you just get a new plane. c) Killing real people may cause moral problems. In a sim you have no moral problems other than that maybe you shouldn't be wasting your time. d) You can fly on over Mars or Venusin an earthlike atm. or over Earth in a Martian atmosphere. Ok so what would be the differences in a idealized social sim and reality a) You start out as the leader of some people, no need to gather signatures, get on a soapbox or anything. b) You don't die when you get shot, poisoned or nuked. Instead you just take control of a new leader. c) The game, realtime or not, has a variable time control. WWII took ~6 years for Roosevelt, Churchill, etc. In a sim you could at least choose to do it in 3 minutes. d) a repeat of flight sim's c) moral issue e) You can play on a planet where N and S America don't exist, where there is only one small island, or in a universe where nuclear weapons are impossible. The idea is a Simulation allows one to do something that in reality would be impossible/undesirable/too difficult. It isn't a substitute because it usually focuses on a particular thing. I agree that a simulation that is totally realistic is not fun. Then it would just be a sim where you start out in control of a character sitting in front of a computer. However, in a simulation one starts out as whatever the simulation is set up as and one can (using scenario editors and cheats, (which I've noticed the game designer for this RealLife didn't put in)) make it less realistic for a game that one thinks is more fun. Again, one of the reasons one lacks realism is computer problems, even the RealLife computer can only do one 10^-42 sec turn per 10^-42 sec. Therefore, there are tradeoffs made between realism and playability based on the computer. There are also trade offs between realism and playability based on programming time. In any case, I agree that the goal of a game is fun, but maintain that realism is a major contributor to fun in a game like this. SMAC I think, admittedly is not trying too hard to be realistic. It is put in a setting that is very foreign and therefore cannot properly be told whether or not it is realistic. However, I also agree that with current computers and with less than 1 million programmer-years to get a game out, adding more realism to SMAC could have sacrificed fun. |
Wissenshaft
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posted 02-19-99 02:59 PM ET
Alpha Centauri is a hard science-fiction game, or it at least pretends to be. Hard science-fiction tries to be a scientifically plausible as possible. Hence Alpha Centauri would have this goal, being tempered by the fact that it is a game meant to be enjoyed. Of course, being consistent is a goal too, but that is the power of modelling a game in a hard sci-fi world, reality is very consistent, if not always predictable. The Military adjustements I commented on would merely change the strategies people used, perhaps with the additions of being able to move men from one unit to another, making elite units, or 'healing' damage by combining two units with 50% causalties. Combat would merely have more detail to it, which I believe would add to its enjoyability. I beleive what I suggested for Wonders was the ability to constantly spend resources, people or otherwise to hold them together. This would mean, I believe, that one would not have the resources to maintain all the 'wonders' at the same time. This would add an element of strategy. While anyone could have any wonder, no one could have all of them. Some strategy would be lost, and some would be gained. I think the fun aspect would be equal in the two scenerios, but the realism/plausibility would not. Also, realism and the real world are two different things. If something is realistic, then that means it could happen, if something is just part of the real world, that implies it has happened. Alpha Centauri, in my opinion is the former not the latter (any names from the real world are merely implimented to add depth to the game, which doesn't, to me, sacrifice any realism). As a side not, John Dilick's comments on my strawman remark missed the point. The Strawman was painting my views that, if it were possible, realism should definitely win over playability/fun, this is not what I said. What I said was that realism should be incorporated as much as it can without losing playability. (I do not think this misrepresentation was on purpose, by the way.)Wissenshaft P.S. I don't suppose anyone knows how to change my name other than making a new account? I was negligent and left out a 'c' in my name.... oh well, I will just make a new account anyways. |
Prerogative
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posted 02-19-99 03:10 PM ET
Hmm, Wissen, you seem to be the one making a "slippery slop falacy" (BTW, did you just make that lingo up on the spot or what?)AC takes place in a hard sci-fi world, yes, but that does not mean AC is trying to be a hard sci-fi realistic. AC is trying to be a plain old GAME. Not a hard-sci fi simulation or realistic in the least. Just because Civ took place in the real world, does not mean that the rules implied in the game were there for "realism." On the contrary, the rules of Civ, the rules of SMAC, and the "realistic" rules of any game are there for gameplay. It just so happens that the rules of the game fit in to realworld situations, but I can assure you, they were designed for gameplay, not realism. For instance, you cannot take a rocket-launcher into the head in Quake, or other FPS games, this is not for realism, but because rocket-launchers are big guns, and hard to use, and the reward for a direct hit is an instant kill. The same applies for all games. If you really want a simulation, I suggest you buy one of the Sim Games. |
John Dilick
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posted 02-19-99 03:13 PM ET
Wissenshaft,*sigh*. You pretty much missed my point, completely. You keep asserting that realism should be incorporated as much as possible. WHY? I don't play games to submerge myself in the realism. I play games to indulge my bent for escapism. You're not providing any support for your assertion beyond 'That's my opinion'. That's fine, but at least accept that legions of us *don't* want what you want. It's remarkably silly of you to keep ignoring this point. Realism is not -- repeat, not -- the goal of the Civ/Civ II/SMAC genre. Fun *is*. John Dilick He who needs a nap, really badly, from too much SMAC last night. |
Wissenschaft
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posted 02-19-99 03:41 PM ET
Since Alpha Centauri is set in a hard sci-fi universe, that means that that universe function under hard sci-fi rules, which means as close to reality as practicle. The rules in Alpha Centauri, and Civilization I and II, are meant to portray a realistic world, one that seems plausible. There are many ways to impliment a game with good gameplay without resorting to realism, I believe the Final Fantasy series has been mentioned. Games like Alpha Centauri attempt to provide "escapism" into a world that operates in a fairly realistic manner, but one in which you have 'absolute' control over a group of people. While the control may not be realistic, the other parts of the game, I believe, were intended to be. So that the individual would feel as though they were in a world that was plausible, but still fun. This the modus operandi of hard sci-fi. A note on the two logical fallocies I mentioned: Yes, they are real, and I did not make them up. If anyone is really interested I can probably find and post a website where a list of the different logical fallacies could be found.Wissenschaft P.S. My name has been changed to protect the innocent. |
Vger
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posted 02-19-99 03:58 PM ET
Hello,I don't think that the suggestions about morale, etc. would make the game more fun/interesting. Mostly I think it would be more annoying. If I could change anything (and to some extent you can) I would make unit costs make sense. Ships should be the most expensive things to build (or maybe gravships) followed by air units then hovertanks and rovers and finally infantry. It's silly to have a hovertank cost 3 times what a cruiser does. Why does arty cost SO much for land units? You get it on the cheapo ships for free. That's not realistic either and is something I'd like to change. (Another trip to the rules file.) The way the game is now even with some of my own mods I end up building lots of air units a very few ground units and a good number of ships. I'm not really asking Firaxis to change anything except I would like this stuff where I can get at it. I've found some of the items, but things like transport module distance penalties seem to be left out of our hands. Vaya con carne, V'ger gone
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Scrubby
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posted 02-19-99 04:28 PM ET
Hey Wissenschaft be careful here... I think you are not arguing realism but internal coherency. We all, including yourself, realize SMAC is a game, but you are taking issue with something that is disturbing the coherency of SMAC. Would I be correct in interpreting your position as one in which you find certain game abstractions as incompatible with other game abstractions? You are saying, for example, that given that SMAC is a "hard-sci-fi" game and given that Firaxis has done "X" and "Y", game feature/abstraction "Z" makes little sense? In other words you find that the Secret Project implementation does not fit the intended game design right? Am I making sense?  |
Zorak Zoran
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posted 02-19-99 05:07 PM ET
Just to avoid the strawman:"realism should be incorporated as much as it can without losing playability." -Wissenschaft Let us return to your first post: 1. Each unit is in the field for an entire year. This obviously represents a time in which reinforcements are sent to forward units. Dead people do not come back to life, but boot camp is only 6 months, so any unit should be able to receive new troops during a single game turn. 2. Trying to micromanage individual soldiers in units for a game on this scale is foolish. This definitely lies outside the realm of playability. 3. I agree with you here. I miss the "Revolution" period from Civ. Instantly changing governments is a legacy of the god-like aspect of the player in these sorts of games. One cannot simply move 1000 miners from one job and force them to be farmers, even given 12 months to do so, right?
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Wissenschaft
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posted 02-19-99 08:27 PM ET
Scrubby, I would say that is what I have been trying to say. The game abstraction is intended to be plausible, more or less. I was merely pointing out things I find quite implausible. Zorak, your explanation has many holes, not the least of which is how recruits can move faster than normal units, get behind enemy lines, ect. As for micromanaging individual soldiers, this is not necessary. Simply 2 to 1 ratio wounded to dead would accomplish quite a bit as for realistic troop recovery. Managing the formation of elite troops would not necessarily be difficult either. Wether its sharing troops between units, this can easily be done without too much complexity, or some similar system it is not outside the realm of playability. As moving workers, the ease of doing so really would depend more on your government system, with the addition of what jobs were available. Zero or near zero skill jobs, or easy jobs to learn, do not require that much time to move people. It would be accomplished by making some jobs not available, and other jobs available in their stead.Wissenschaft |
Prerogative
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posted 02-19-99 08:35 PM ET
Wissen, can I ask a question?Are you listening AT ALL to my or John's or other people's points? You keep pressing this thing about realism being limited by technology, or by fun. But I, and others, have been trying to get the point across that games are designed to be fun, and realism is merely added as a condiment, so to speak. SMAC is not trying to be believable, or hard sci-fi, a simulation of ruling an empire or plausable. It's just supposed to be an entertaining game. Nothing more. I don't want to press any point into you, Wissen, but it would be nice if you would atleast RECOGNIZE our points and stop repeating yourself over and over again. |
Wissenschaft
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posted 02-20-99 05:28 AM ET
I seem to need to clarify myself more than anything else. As for wether or not Alpha Centauri is supposed to be hard sci-fi, it is very clear that the world it represents is technological, not magical (not including psi, which is given a technological guise via technological research). Additionally, the citizens are supposed to represent people, after a fashion, and the units are supposed to represent people using weapons/machines. In this scenerio you are thrust, as ruler of a group of people. Being part of the scenerio is what is supposed to be fun, the scenerio being that of civilizations competing. As Scrubby mentioned, though I will add some to it, realism plays an element in the coherency of the game. Many parts of the game are based off of realistic principles. The technology tree and so forth are examples of this. In Civ II, I am sure many people would have objected to having elephants as better units than tanks, even if you could only get them after tanks. This is because of the connection to reality the game has. The game and its system, it appears, are supposed to model running a civilization. If they fail to do this then it looses one of the apeals I believe many share, that of conquering a world and having you be the ruler of a people. Rather than abstract mathematical concepts of entities that behave in this particular way balanced in a framework that behaves in another particular way. Realism, and I think the very nature of the game supports me on this, is very close yo, if not part of, the heart of the game, and eliminating or even ignoring it makes the game lose something. Though even this must be balanced with fun and playability, it is almost as important. The rules in SMAC were taken from reality, simplified, then adapted to gameplay, and I think it is important to not when they overlooked an aspect of reality that would be easy to add and would not make the game less playable or less fun.Wissenschaft P.S. Perhaps you don't notice, but I do try to address everything that everyone has said, but it is a bit of a task. If anything the problem is communication more than anything else, likely a lack of clarity on both sides. |
Wissenschaft
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posted 02-20-99 05:30 AM ET
Oh yes, if in the future someone thinks I missed a important point, then a simple reminder will do. I try to address everyone, but I am but human, unfortunately. |
Spoe
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posted 02-20-99 10:56 AM ET
"...not the least of which is how recruits can move faster than normal units, get behind enemy lines, ect."I'll give you the point about recruits getting through the lines. But it is fact that recruits move faster than line units(assuming you mean, "How can they get to my units in one turn when it tokk the unit *forever* to get there?"). For example, how long did it take the Allies to get to the German border after D-Day? Now compare that to how long it took replacement troops to meet up with those units once they got off the troopships. Much shorter, no? |
John Dilick
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posted 02-20-99 11:31 AM ET
Wissenschaft,You continue to make assumptions that are borne out by neither the game nor the developers. You have been told by Firaxis, in this very thread, that realism *is not the point*. Yet you continue to state that "Realism, and I think the very nature of the game supports me on this, is very close [t]o, if not part of, the heart of the game, and eliminating or even ignoring it makes the game lose something." I disagree, strongly. Others have as well. Realism is *not* the heart of SMAC. Or Civ. Or Civ II. It's almost peripheral. For the last time -- because I'm getting really tired of repeating myself -- FUN is the point. If you think the game is inconsistent within the framework they have chosen, that's one thing. If you think that the game is consistent but not accurately modelling reality, that's quite another. Hint: The first is what they have striven for, the second is unimportant. John Dilick Signing off, adieu. |
Wissenschaft
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posted 02-21-99 10:23 AM ET
I think it is clear that the framework of any game cannot be something as vague as fun, though that can be the purpose. The framework of Alpha Centauri is a more or less realistic world. Hence, glaringly unrealistic things in it detract from the realism. By the way I did say realism was the heart of the game, but close to it, that is, an important part of the flavor and, yes, fun of it. While realism, of course, is not the point of the game, it is an important element that should not be so easily ignored. While, as Chris said, the game does not strive to be realistic, that is not its main point, but it is an important one. Blatantly unrealistic things do not fit well with the framework of the game. I beleived I mentioned elephants being better than tanks, and there are numurous other ways. Merely being a science fiction implies some element of science, hence some element of reality. I personally do not see what is so wrong with making the game as realistic as possible without sacrificing the fun. I recognize the game would not be entirely realistic then, but, as I have said, realism is not the *main* point of the game, just an important aspect.Wissenschaft P.S. By the way, units can still repair when surrounded by enemy troops. Also, recruits can't always move faster, looks at Jackson in the civil war. They can move faster if they are not fighting, but the people ahead of them are. War tends to slow people who are fighting it down a bit. |
UndertakerAPB
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posted 02-22-99 01:03 AM ET
The question of realism to the average gamer would be clearly answered when CIVILIZATION: CALL TO POWER comes out.In my perspective SMAC is an 75 percent unrealistic game.And CTP according to it's time lines and understandable not far-flung technologies is a 70 percent realistic or at least it tries to be. The arguments of realism that Wissenshaft started here and the one which I started would show by sales of these two competitive products. If CTP comes out with a bang,and sells millions more than SMAC who wins by unamious decision. It looks like on this topic and mines no one but a courageous few is trying to be BI-PARTISAN and question simple mistakes in this game. I ask all of you to stop by the CTP Forum where tens of SMAC and neutral players are beginning to start topics calling SMAC-WACK. So for those who stand by this game good for you, but for the majority who rushes out of there way for CTP on Mar 16th. May they bring the final vote which many have been waiting for. Is REALISM a factor or is it not.LET'S ALL WAIT AND SEE SHALL WE! DEVIL'S ADVOCATE Undertaker |
Shadwhawk
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posted 02-22-99 01:56 AM ET
I..I...I just can't believe the BS in this thread. If you want realism, you play a FLIGHT SIMULATOR (well, maybe Close Combat too, but that's it). That's about as real as you can get without actually doing it. There is NO OTHER KIND OF GAME that has realism anywhere near that of a flight sim. What were you expecting from a game *SET IN A SCIENCE FICTION WORLD*? Were you expecting it to emulate our own past 6000 years of civilization? Were you expecting it to be so realistic, that it'd be pretty much unplayable, and more of a chore than a game? Civ:CTP won't be *ANY* more realistic than SMAC is. Not one iota. Environmental terrorists? Sorry, no. Lawyers causing serious problems in an enemy city? Don't think so. That'd be like US lawyers trying to stop the Iraqi from using civilians as shields for military installations. Televangelists? They ain't got anything on Miriam. If, for some reason, you expected a science fiction game to be realistic, I recommend you burn every sci-fi book you own and delete every other game but the newest flight sims off of your computer.Shadowhawk PS: Wissenschaft, you ever hear of 'field medics' or 'field mechanics'? Encirclement by the enemy doesn't stop them from doing their jobs. And, being surrounded doesn't mean you're being attacked; therefore, you have time to rest, repair, and heal. It's entirely possible that (this is sci-fi, and it is the future) units have self-repair mechanisms, too. |
Wissenschaft
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posted 02-22-99 02:11 AM ET
So people can be brought back from the dead, that easy eh? Not without nanotech.I am not even going to comment on the pure realism garbage. Strawmen bore me, and I have talked about this, and clarified, many types before. Wissenschaft "All great truths begin as blasphemies." -George Bernard Shaw |
Shadwhawk
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posted 02-22-99 04:47 AM ET
Who's saying they're brought back to life? A Synthmetal Garrison isn't ONE guy with Synthmetal and a gun platform; it's a large group of guys. The 80% max restoration you have in the field *ALLOWS* for casualties. And, perhaps they DO have some nanotech that makes it extremely difficult to fully kill a person or destroy an object. Perhaps they constantly get reinforcements from the home bases (Kinda the reason for yearly maintainance). A 'surrounded' unit isn't fully surrounded. Other threads have said that a map square can be anywhere from 400 to several thousand square miles. You certainly can't patrol and cut it ALL off. What 'pure realism garbage'? You want SMAC to be as realistic as Falcon 4.0 is. That's obvious enough. Problem is, SMAC would be a HORRIBLE game with that kind of realism. Realism often means micromanagement...you ever play Rebellion? Micromanaged to death. Both MOO and MOO2 were extemely difficult to manage near the end of the game (though MOO2 improved on this, they kinda countered it by having 1-5 planets per system). Realism works in tightly focused games. Games where you have a specific objective to destroy (Close Combat, Rainbow Six to an extent), games where a single battlefield is the entire playing field (also Close Combat), and games based on specific, real-world technology and processes (Falcon 4.0, Longbow 2, Flight Unlimited 2, etc). Realism DOESN'T work in empire-building games. The greatest games ever made were empire-building games...Civ, Civ2, MoO, MoO2, MoM, SimCity...none were realistic. Instead of you just saying 'strawmen', why don't you POINT OUT what arguements you think are being misinterpreted? I don't see any...Anyone who states an opinion contrary to your own you declare an 'attack', and basically ignore what was said. There's a common name for what you appear to be doing....Trolling. You come in, make inflammatory remarks (not at first, but it sure turned out that way), and stubbornly defend your remarks (by calling opposing views 'attacks' or otherwise invalidating them), and refusing to see anyone else's point of view.Shadowhawk -Very few blasphemies become great truths |
Ender4000
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posted 02-22-99 09:11 AM ET
This whole argument is over one point... the scope of the game.In my mind this is what the scope of things are in the game. 1 City = 1 production area, this would be something like a state in the US, it isn't just 1 city. 1 unit = thousands of troops 10% injured = 10% of your units supplies gone, this could mean ammunition it could be injured soldiers, it could be dead soldiers. How do the dead soldiers get resupplied, this is what the support cost is for. The support is assumed to cover these things. Government change costs - this incorporates the stress a civilization feels during the change. I agree that it should probably be higher than it is, but its taking a abstract view of the effects instead of a specific view. Wonders - these are a bit strange, while you say anyone with the technology can make one of these, they don't always. There aren't pyramids everywhere, there isn't the great wall of china everywhere. Its an abstract view of how these awesome accomplishments effect your civilization, if someone else had built them later it would of been no big deal. I think your problem is your looking at everything too literally, most things in TBS take an abstract look at things, and I think they've done a good job with this. Its realistic enough and its fun enough.
As for CTP, I'm not 100% sure but it looks to me like a poorly modified version of civ II. I'll still try it though, and I hope I'm wrong. |
jb11ag
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posted 02-22-99 09:49 AM ET
Greetings all!I think this topic is ridiculous. A game is a game and the reality is the reality. I hope you ALL have noticed the difference. If you havnt.. you should seek for proffesional help (a psychologist for an example). Happy buyer of Alpha Centauri.  Ps.(Alpha lookes like a "future" version of Civ2. It has the options that you couldnt create with the scenario editor in Civ2.. )  |
will
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posted 02-22-99 02:49 PM ET
I don't think it's "ridiculous" to measure certain game features against reality. Although reality is not the goal of the game, it is obviously an important adjunct. For example, one of SMAC's great glories, its AIs, is an improvement over the past because the faction heads act more like *real* people than their counterparts in past TBS games. It's also clear that the realities of science, commerce, and industry inspired important elements of the game. For me, these realistic features heighten the immersiveness of the game -- because some things resonate with my personal knowledge, they present a more compelling package.However, Wissenschaft agrees that realism must be weighed against fun and game playing balance, and must lose if it compromises either. If I'm remembering correctly (I takes a long time to read this forum) Wissenschaft criticizes four aspects of SMAC as unrealistic: field repair, morale building through combat, ease of changing governments, and monopolies over secret projects. I think he makes a poor case on the first two. Disallowing field repair ignores the reality of mobile parts depots and field hospitals. It would also force players to make lengthy retreats to base to make repairs, which is a big yawn. He's just wrong about morale building through combat. The American Civil War contains numerous examples of elite units that grew more talented through experience, rather than being cobbled together with the best soldiers from multiple units. I think he makes a good point on the ease of changing governments. Allowing effortless switching of government options removes the strategic element to picking the right one. Even though a higher penalty for switching might lessen flexibility, it will make the decision more interesting. I also think he's got a good point on the wonders. It's really no fun if one faction racks them all up, which occasionally happens in SMAC. To Undertaker: You mistake being a gadfly for being corageous. Please let me know the address of the CTP forums so I can take issue with the budding Jesse Jacksons who upset with "SMAC WACK." |
Mcerion
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posted 02-22-99 04:16 PM ET
I only want to say if you want realism. Play a simulation game. There are tons of them out there. Some very good ones too. |
Wissenschaft
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posted 02-22-99 05:17 PM ET
Oops, that last post should have read "many times before". Will made one thing I have been saying very clear. Realism loses to fun and gameplay. I am suprised that hasn't gotten through to many of you. That is what I refered to with my "strawman" remark. As for trolling, I do not nbelieve I am doing so. I think I have listened and responded to what people have been saying. This does not mean I agree with them, or they agree with me. The only time I have declared things as "attacks" - which is innaccurate - is when I comment on logical fallacies, and I think I have explained the nature of those. If you have any questions about what I have just said, or have said before, then please voice them. About units now. When a military unit loses troops, typically there is a 2 to 1 ratio of injuries to deaths. This is a fairly constant factor. This means that if a unit 'loses' 30% of its men, then 20% are injured that can be healed and put back in combat, allowing the unit to go back to 90% effectiveness. If it loses 60%, then it could only go back up to 60% effectiveness (40% + 60% * 2/3 = 60%). That was my point about unit injuries. As for the recruitment idea, recruits cannot move halfway around the world in one or two turns, especially in a relatively low tech SMAC setting. This does not fit with the setting of the game, especially since at the beginning you do not have any nanotech. Also, I do say that units cannot gain experience, rather this: Crack troops cannot evolve from a standard military unit, though that standard unit can become used to combat, experienced. In the civil war units had very little training, so experience and gaining familiarity with war was to be expected. However, as some are better with math than others, some people are better at combat and combat related tasks than others. From these the elite units, the crack troops are formed. Experience isn't the only thing important for troops however, but fighting spirit, true morale, is as well. This depends on many factors, including success in combat. I am not saying Alpha Centauri should necessarily incorporate all of these features, but the current system could be improved without any signifigant difficulty to the gameplay added. That is the only issue to which I address my criticism. Wissenschaft |
Pudz
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posted 02-22-99 05:46 PM ET
just wondering, what would be the algorithm for getting crack troops? looking at it from a programing standpoint, i looks like a lot of work for a small effect. |
Brother Greg
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posted 02-22-99 06:30 PM ET
Well, one last point to this totally stupid repetitious thread...Chris Pine from Firaxis comes out and says: "The 'ideal' of realism in games is simply antithetical to the very nature of what a game is." And yet, despite this statement from a person in the industry, we have UAPB and Wissenhaft blatantly contradicting Chris Pine, and telling us that this game should be designed with reality in mind: "which means as close to reality as practicle". Well, I am really about to listen to such noted dignitaries as Wissenhaft and UAPB over a person who is actually in the industry, and has a fair idea about what the hell he is talking about (no offence intended). Frankly, in the end, none of the things you talk about are not fun (in most people's opinions), and it is only your opinion that they are not "realistic enough", and could be "more fun" if more realistic. And as I once stated before (and received no real reply to), NOTHING in the game is totally realistic. Nothing in C:CTP will be totally realistic. And mostly because of FUN, not the limitations computers that run the games. Just swallow the bitter truth that you are in the minority, and that nobody likes the ideas that you espouse. Then if you really don't like the game, go and play Sim City 3000. And we will continue to play the thoroughly enjoyable SMAC, which while being not totally realistic (and noting that it was never designed to be), is totally fun. What it comes down to is whether you are able to disassociate yourself from reality for a while, and play a game for the pure fun of the game, and not disect every aspect of the game, looking for inconcistencies with reality. I play a game for fun, not to try and nitpick it. Which is about the only reason that I'll give C:CTP a go. Some of the stuff sounds just too goofy, but hey, I have an open mind. I doubt that it will live up to anything designed by Sid and Brian, but who knows, maybe the designers are another sid and Brian in the wings. Unlikely, but hey, you never know. Anyway, enough time wasted trying to beat my head against a brick wall. Sayonara, and thank you for your time. P.S As for UAPB's little diatrabe on realism equalling game sales in a SMAC vs C:CTP, I think the blatant stupidity of that postulation should not need pointing out at all. Nor his equally ridiculous claim at being bi-partisan (yeah, just like Hitler was bi-partisan on the issue of Jews)... |
Ender4000
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posted 02-23-99 09:07 AM ET
WissenschaftThe idea of supply is a cost associated with a unit that on average pays for it to maintain itself. This cost includes getting new ammunition, replacing lost troops, etc etc. So the dead people are being replaced by the cost to support the unit. This is how most war games take care of this issue. I think the way they did it is great. |
jb11ag
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posted 02-23-99 09:55 AM ET
Even the most "realistic" simulator is just only a game, dont ever EVER forget that! I like the new "social engineering" options in Alpha, it makes the game more interesting (than Civ2) and if it has something to do with the reallity I REALLY DONT CARE! I mean.. try to simulate a base on Alpha when man doesnt even have reached Mars in the reality.. Its your imagination that plays you guys a trick. Over and out jb11ag (Johan) |
Wissenschaft
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posted 02-23-99 05:29 PM ET
Chris said reality as an ideal was antithetical. Indeed, this is so, but in Alpha Centauri it is not the goal, but an important aspect of the game. While I have said many times before that I put fun over realism, this does not mean you cannot have more realism in the game.Wissenschaft P.S. Maybe if I keep all my posts short I won't be misinterpreted (e.g. people will read what I say.). P.P.S. The above statement is blunt, as I tend to be, and only applies to those who have "put words in my mouth". |
KGB
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posted 02-23-99 07:04 PM ET
What the heck, I've got two cents to spare.1) It seems to me that the realism of unit repair isn't as bad as Wissenschaft says. He seems to be assuming that the degradation of units is strictly a basis of people being killed. The percentage is a large mix of factors including deaths, injuries, ammunition, fatigue, needed repairs, lack of supplies, et all. I think the assumtion is that a unit can't return to it's full capability in the field, and 20% was chosen as an arbitrary and generally accurate (slightly smaller than your 33%, prehaps because of better healing tech). 2) I think morale is a poor word for he unit quality stat. If you evenly (or randomly) split the inherently 'good' soldiers and inherently 'not-so-good' soldier into 'units' then you can realistically look at every unit starting the same. (with training differences such as command nexuses) you can also look at the units as having about the same maximum ability. This is the scale from very-green to elite. Prehaps it would be more realistic to combine 2 veteran units and get an elite and a green unit, but I think it would add an unnescesary level of complexity to an already fairly complex game and not really add much. 3) I agree that the switching of governmental styles are too easy. I'm not sure what would be a better way to demonstrate it though. I think that an 'anarchy' penalty such as Civ had would be a better solution, maybe. Not having a solution in mind I accept what is presently before me. 4) Secret Projects. This is a 'bonus' for spending the time and effort to build a monumental example of a technology. It is not particularly realistic (though one could make an argument for the added benefit of having the first of something. the first skyscraper is alot more impressive than the 20th). However this is an accepted practice that, while not realistic is (in my opinion) more entertaining than any alternatives that I have heard. It is a classic addition to a game of this type. 5) I must say that in reading Wissenschaft's posts he seems to be very careful not to be overtly antagonistic. The tone of his messages from my perspective is almost overly correct and analytical, not aggressive. |
Shining1
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posted 02-23-99 07:29 PM ET
Oh for Gods Sake! Not this argument again!1) Unit repair: Dead people do happen in battle. But so does eating, replacing ammunition, providing reserves, etc. It is ASSUMED that each unit has supply lines open to it for this purpose. To avoid making the game impossibly complex, much of this kind of micro mangagement is left out. 2) Experienced field troops ARE greatly superior to inexperienced ones. Training can make up some of this, but hard battle will do it better (SMAC does let you train units, as well, using the four morale boosting facilities). MORALE is as good a word for this as anything - if you've read any war histories, you'll know that green or inexperienced troops usually had very low MORALE before heading into battle. And because of the base upgrades, experience is not the word you're looking for. 3)Switching governments may be unrealistic, but the Anarchy period in Civ was a real pain. Charging energy really makes the whole thing a lot more fun. 4)Again, the FUN thing rears its ugly head. 5)There is also a certain level of pointlessness and nitpicking about it, too. Just let the whole thing die. 6) See 5. 7) See 6. 8) Only human realism is needed in these kind of games, and SMAC takes this to a whole new level with the depth of philosophy and spiritualism. This is where the fun comes from. The rest is just a mechanism to bring these human elements into play, and so long as it makes enough sense, there is no reason to take it any further. |
Brother Greg
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posted 02-23-99 08:54 PM ET
Oh for God's sake...To put it simply: We do not agree that making the game more realistic therefore makes it more fun. And in a big part, the ideas you have put forward would not make the game more fun, I(our)NSHOs. Okay, is that simple enough? Let's just agree to disagree, huh, and forget this wholly forgettable thread... |
moontan
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posted 02-24-99 05:39 AM ET
Greetings,Since the topic is unrealism in Alpha Centauri, I would like to point out that the most unrealistic thing about SMAC is that there are planets around Alpha Centauri in the game. If there ever was planets around Alpha Centauri, they would have long been catapulted away from the Centauri triple stars system by the gravitational tug-o-war between the 3 stars. Star systems containing only one star like our own is a rarity in the universe. (If I remember correctly, 90% of all the star system have multiple stars). Any talks of units healing too fast or whatever would seem irrelevant in this context. I'm jusy going to buy the game and enjoy it like I did with Civ 2! :> Moontan |
Abdiel
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posted 02-24-99 01:53 PM ET
Hmmmmmmm. . .this argument sounds familiar. I've been following a very similar one on the Thief: the Dark Project message board. At any rate, the general consensus that has been reached over there would apply here, too. Let me try to explain.What we're dealing with here is an improper use of terms. "Realism" is not the correct term for what SMAC strives for. The most appropriate term is, instead, "verisimilitude". The difference is simple. Realism refers specifically to the attempt to recreate the experience to the greatest degree of accuracy possible. SMAC doesn't do this. In fact, it would be very hard to imagine how SMAC could possibly HOPE to do this, since who's going to tell you what life on some hypothetical planet orbiting a different sun would be like? No one has that knowledge. Verisimilitude, on the other hand, merely tries to create an experience that "feels right", so to speak. It looks for things that give the experience the proper flow, and create the sort of effects people might expect, regardless of what the actual experience might be. Of course, certain realistic elements CAN be included, but they don't NEED to be. What it boils down to is that SMAC tries to be exactly what it is, a reasonably believable, playable, and most of all incredibly fun game that narrates a story about what life might be like for these people. If you can't accept that type of suspension of disbelief, then I wonder that you are able to be entertained by any type of modern device at all, since movies, TV, all computer games, would require a very similar type of attitude, one of meeting the producers halfway, and accepting, for a time, their new and fun realities. |
Father Black
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posted 02-24-99 03:16 PM ET
Just thought I'd tell you I'm another one who sees your point of view Undertaker. For me, the fantasy situation of games like civilization and SMAC is a huge part of the appeal. Any unrealistic part in it helps to further erode this fantasy and I find it more difficult to enjoy it as a social sim. That is why I was extremly put off by CtP lawyer unit and magic nuclear bomb that turns cities into grassland. On the other hand I realize that it is impossible to create a truly realistic game, at least one that isnt hugely complex. On the other hand I think there is definitely room for improvement in SMAC without disturbing game balance or playability. |
Rong
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posted 02-24-99 04:36 PM ET
To moontan, there is a range of stable orbit around either of the two main stars. Proxima is much smaller and 1 ly away, so gravitionally insignificant. Can't remember the specifics, but a stable orbit would be around 1 to 2 AU. You can look it up on the web.Personally I think this thread is a total waste of bandwidth and server space. For me, I wouldn't even look at this forum if I could, err, smac at work.  |
moontan
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posted 02-24-99 06:15 PM ET
Greets,I didn't know that Rong, if this is true then the prospect for the possibility of intelligent life elsewhere in the universe is much larger than I thought! I'm gonna have to recheck Drake's equation and see what I come up with  And ppl, dont forget to have fun! Moontan |
Naf
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posted 02-25-99 02:45 AM ET
This game is VERY realistic. Its realistic to play. Meaning its possible to play and enjoy by a large number of people. Theres comes a point where making some game so realistic and complex just to appeal to a couple of complusive/obsessive fans does not outweigh the loss of the number of "non-disturbed" gamers who are just looking for a game thats fun. One that is realistically playable given the cost, time it takes to play, and computer requirements. There are economic forecasting and simulation programs ive seen that grad student use that are VERY realistic and complex in modeling the national economy. But because of the time invested in making them, they cost thousands of dollars, and it takes a good semester or mroe of intense study to learn how to use them properly. In my opinion, Alpha Centauri was done very realistic. |
yin26
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posted 02-25-99 03:00 AM ET
For me, at least, the thirst for reality in this game is sparked from the same forces that work to make this game "hypothetical"--this game boldly attempts a vision of humanity's future and invites the gamer to shape it. This is an idea ripe with fantasy, yet it was crafted with such realism and depth in so many ways that we should not be surprised when the lack of realism in other aspects of the game disappoints many people. The ultimate game of any genre would be infinitely open-ended, allowing access to it from all levels up to extreme realism. Fraxis, however, had to make choices, realizing it had to pay the bills even if that meant producing a game that could have been (and probably should have been) crafted a bit more carefully so that the gamer would not be forced to suspend his disbelief. I know it's a game. It just hate being reminded of it. |
QuienSabe
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posted 02-25-99 03:37 AM ET
IMO there is nothing real about SMAC. It's an abstraction, mirroring situations that we would like to investigate. We humans are great at abstract thought, one of our greatest assets. Like art the value is with the observer (game player). One can make this as real or fictional as they choose. It's our imagination that goads us. SMAC scores on that point in creating and open ended enviroment in which to roam. What more can one ask for? QS QS |
QuienSabe
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posted 02-25-99 03:37 AM ET
IMO there is nothing real about SMAC. It's an abstraction, mirroring situations that we would like to investigate. We humans are great at abstract thought, one of our greatest assets. Like art the value is with the observer (game player). One can make this as real or fictional as they choose. It's our imagination that goads us. SMAC scores on that point in creating and open ended enviroment in which to roam. What more can one ask for? QS QS |
QuienSabe
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posted 02-25-99 03:40 AM ET
Oops! Sorry for the double posting.QS |
Snabeldyr
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posted 02-28-99 09:43 AM ET
Well, first of all, I think that Abdiel, a little bit up the board, has a great point. The game shouldn't be realistic to the extreme, but it should look real. A game that feels right is a much more satisfying combination than lot's of things you can't believe in, or relate to. An example of this is graphics. Many would agree with me that the graphics in SMAC aren't the best in the world, but they generally do the job. Now if you instead of the graphics had just squares in different colours signifying units, and strange geometrical shapes instead of cities, you wouldn't feel any relation to the game, and you'd think it was boring, so to truly enjoy SMAC, you would have to really believe in that you are ruler over a people, and really care about drones (Even though you got the Telepathic Matrix), and also be nice to Deirdre even though you probably could get a little mightier by cancelling your pact and march all over her. It's all about putting you in a position you can relate to. |
Krikkit One
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posted 03-03-99 05:35 PM ET
Abdiel had a very good point. Versimilitude, as opposed to realism is what contributes to fun (as well as other things). Also regarding an objection to realism. It increases micromanagement. This is where technology limitations come in. Micromanagement is fine as long as it is possible to hand it off to a competent governor. I.E. in MOO II you had the "option" of handling your own battles or letting the computer do them, unfortunately, your local tactical commander was usually incompetent and would lose a battle that you could have won without losses. Therefore, it was an additional level of management that was required for successfully playing the game. THIS can detract from fun and therefore should be avoided. I would love it if mind units had supply lines as long as the AI could manage them competently and I only had to change them for special circumstances. This applies to a great many other things too. Most aspects of realism are left out not because they can't be done with current technology, nor because they would inherently detract from fun, but because --with current technology -- they would detract from fun -- due to extreme required micromanagement, slower turns, etc. Basically, The goal of the game is FUN Versimilitude (feel of realism) increases FUN Technology limits how much Realism can be used to increase Versimilitude |
Putch
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posted 03-03-99 06:39 PM ET
about your point on unit healing.True, a REAL infantry unit couldn't just *heal* himself in the field. Yeah, but guess what that same unit would also be able to walk accross the continent!! Not just 20 miles. each turn is a YEAR not a month or something. So granted its realistic but its also set in ALPHA CENTAURI!! (BTW an Alpha Centauri year is 500+ earth days, but i'm not sure if the calender is a earth calendar or AC calendar, I think M.Y. is Mission Year which would indicate Earth years. |
Krushala
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posted 09-06-99 08:10 PM ET
discuss |