Defining good tactics
from
Stardock Forums
Hello players, Stardock crew!
I want to express my insight into strategy games that I suspect hasn't been noticed yet.Atleast it isn't discussed of or realized in any contemporary strategy games. I try to be short in writing it. This is very important as it suggests how map colonization and army building could be done to make gameplay more simple, more challenging, and more effective. This is not about habit of pleasure or personal preferrings.
In GalCiv II there should be such a realistic universe that habitable planets could only be found in less than 10 % of all stars. The "rare" setting in GalCiv from 2003 should be (at the most) the most abundant one and the most scarce one should be really scarce, like 10 habitable planets in every 1000 stars. Also there should be a mass of empty stars like in the real Milky Way. In a way it should not be so that you "send ships to colonize the nearest habitable planet" but that you "send ships to travel in space in hope of finding habitable planets". The abundance setting of the beginning should determine the "hope", not the "availability".
The main emphasis on unit building should be on tech and designing, not on number. This should be accomplished in some way so that you can't create a bottomless list of units to handle in the midst of the gameplay. For example make the (rare) habitable planets need expensive infrastructure, make a blunt taxing system of any army that exceeds over 5 units, make only industrial capitals capable of ship building etc.
In short, important single units and vast space.
That was the suggestion. I did a rules modification to to Civilization III Double Your Pleasure mod according to these principles. I changed the goverment settings so that each gov. gives you different free unit support, free unit support per city size (3 sizes in Civ) and heavy tax for each unit that exceeds the limit of these parameters. Combined to the Civ's feature of advancing units, it affects so that your one cavalry unit is your pride and asset and that you must move and deploy it carefully, and that your army size no longer matter but your use of your units, thus contributing to tactics and reducing the main problem.
Shortly about the universe resources, usually the more mines/resources, the bigger army. Also GalCiv II could win an illusion of reality and game appeal by creating a universe that is interesting, dangerous, thrilling, hard to explore, large enough so that it is hard to tell what happens next or what you will find, and that is full of secrets, lost tech, space incidents etc.
The main problem that my suggestion seeks to correct is the fact that in Warcraft, Starcraft, Age of Empires, Command and Conquer, GalCiv I, Civilization and other strategy colonization games there is only one path to take: Build factories, upgrade units, build mass of the one best unit and then clash your mass with the enemy's correspondent one-type best unit mass. Some games try to give emphasis on specialized units that must be used well together in order to win. This is intering tactical challenge but it sort of postpones the real problem. You still have to find the ultimate formula for winning.
If you could use your one or few units so that their special capability (aka their deserved place in tax-free units aka technological device) could be used against the enemy's other specialties (and not that the amount force expectadly determines the duration of the battle - defeat is inevitable), then there maybe would not be "the problem of single way to victory".
So by making a game that has universe of a few turn of travel, capability of countless of one-skill units, and stars one-by-one next to each other, you could make a typical and average game and lose all this excitement and appeal that I described.
Thank you for reading this over there Stardock Corporation!
I want to express my insight into strategy games that I suspect hasn't been noticed yet.Atleast it isn't discussed of or realized in any contemporary strategy games. I try to be short in writing it. This is very important as it suggests how map colonization and army building could be done to make gameplay more simple, more challenging, and more effective. This is not about habit of pleasure or personal preferrings.
In GalCiv II there should be such a realistic universe that habitable planets could only be found in less than 10 % of all stars. The "rare" setting in GalCiv from 2003 should be (at the most) the most abundant one and the most scarce one should be really scarce, like 10 habitable planets in every 1000 stars. Also there should be a mass of empty stars like in the real Milky Way. In a way it should not be so that you "send ships to colonize the nearest habitable planet" but that you "send ships to travel in space in hope of finding habitable planets". The abundance setting of the beginning should determine the "hope", not the "availability".
The main emphasis on unit building should be on tech and designing, not on number. This should be accomplished in some way so that you can't create a bottomless list of units to handle in the midst of the gameplay. For example make the (rare) habitable planets need expensive infrastructure, make a blunt taxing system of any army that exceeds over 5 units, make only industrial capitals capable of ship building etc.
In short, important single units and vast space.
That was the suggestion. I did a rules modification to to Civilization III Double Your Pleasure mod according to these principles. I changed the goverment settings so that each gov. gives you different free unit support, free unit support per city size (3 sizes in Civ) and heavy tax for each unit that exceeds the limit of these parameters. Combined to the Civ's feature of advancing units, it affects so that your one cavalry unit is your pride and asset and that you must move and deploy it carefully, and that your army size no longer matter but your use of your units, thus contributing to tactics and reducing the main problem.
Shortly about the universe resources, usually the more mines/resources, the bigger army. Also GalCiv II could win an illusion of reality and game appeal by creating a universe that is interesting, dangerous, thrilling, hard to explore, large enough so that it is hard to tell what happens next or what you will find, and that is full of secrets, lost tech, space incidents etc.
The main problem that my suggestion seeks to correct is the fact that in Warcraft, Starcraft, Age of Empires, Command and Conquer, GalCiv I, Civilization and other strategy colonization games there is only one path to take: Build factories, upgrade units, build mass of the one best unit and then clash your mass with the enemy's correspondent one-type best unit mass. Some games try to give emphasis on specialized units that must be used well together in order to win. This is intering tactical challenge but it sort of postpones the real problem. You still have to find the ultimate formula for winning.
If you could use your one or few units so that their special capability (aka their deserved place in tax-free units aka technological device) could be used against the enemy's other specialties (and not that the amount force expectadly determines the duration of the battle - defeat is inevitable), then there maybe would not be "the problem of single way to victory".
So by making a game that has universe of a few turn of travel, capability of countless of one-skill units, and stars one-by-one next to each other, you could make a typical and average game and lose all this excitement and appeal that I described.
Thank you for reading this over there Stardock Corporation!