posted 11-19-98 12:58 PM ET
I'm not quite sure what you mean by that.Funnily enough, I was thinking about starting a thread with the same name after reading the interview with Sid, but thought better of it at the time :-)
I personally like turn based games, but real time might add new twist to the civ style of games. I thought that you could have two main speed settings, one for combat missions/civ management and one for when nothing much happens.
MOO2 had a similiar feature, i.e. you could let the turns flow if nothing much happened (if I remember well).
The 'slow' setting could vary, for example:
-real time: enough time for micro management/diplomacy, etc. and for precise management of armies.
-range of different rates of time flow, kind of like XCom, with some upper limit imposed by the graphics engine (as the position of armies, etc, would have to be continually updated).
The fast speed setting would be used when things would get boring, you might say something like 'skip next 40 years'. The graphics wouldn't be updated so the computer would be able to evaluate this very quickly. You'd see a window with years slipping by, until a specified year is reached, you cancel it or something interesting happens (war declared, major starvation, civil war, etc)
This would lead to an XCom style of play -> you organise things, and speed the game a bit until the next event occurs.
There might be a problem with multiplayer, as different people might want different speed settings, and the game might drag.
The quick speed setting might help a bit when everyone is fed up with the current units, so they all skip 100 years during which new techs are researched, etc. - the game can then enter a new stage.
Hmm, thinking about it, a lot of Civ mechanics would have to be dropped - I'm not sure if I'd like that. What do you think? What other RT solutions are there? (RT, as we know it now, lends itself nicely to a short campaign games like Red Alert, I think completely new concepts would have to be invented for a civ like game)