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Re: unfair starting positions
- From: Emmanuel Fritsch <emmanuel dot fritsch at ign dot fr>
- To: "Brandon J. Van Every" <vanevery at indiegamedesign dot com>
- Cc: xconq <xconq7 at sources dot redhat dot com>
- Date: Wed, 12 Nov 2003 18:02:57 +0100
- Subject: Re: unfair starting positions
- Organization: IGN
- References: <OOEALCJCKEBJBIJHCNJDGEGPGLAB.vanevery@indiegamedesign.com>
"Brandon J. Van Every" wrote :
>
> I'm realizing this is very unlike the Civ drill, where you actually
> build your own empire and can vouch for its quality to some degree.
> So... is standard Xconq a representative sample of starting position
> problems? Or has some other game package solved these issues?
> Regardless, what are people's thoughts about these issues?
A game was designed, twelve years ago, in my school, with quite
good results on starting position. It was very close to standard
game, but :
-- capitals were much more powerful than cities, and you had
several capitals at the beginning.
-- you started with may other units, particularly troop
transport (both sea and air transport)
-- the presence of ships in your starting unit set, and a reduce
size for the starting countries leaded the program to place your
capitals near the sea.
-- A patch was added to forbidd any capital or independant town
in contiguity with another capital or town.
-- some units were added, some modified :
-- katalina, an airkraft which transport infantry, with a
wide range (30/40 hex).
-- torpedo which sinks ships.
-- bomber were now just able to bomb land units, and with
lower efficacity, ships and transport the bomb but not
infantry.
-- cruiser was splitted into a cruiser and a battleship,
Battleships were better against land units (particularly
against coastal cities) but easily sunk by subs and very
expensive.
That was a great game.
Except the patch, all ideas given here are easy to implement
back to Xconq. The first three points, plus katalina, give
a much better balance in starting position.
a+
manu