Re: [Freeciv-Dev] (PR#7294) Proposal: Reducing the bribe-power of Diplomats
URL: http://bugs.freeciv.org/Ticket/Display.html?id=7294 Hello, On Tue, 11 Sep 2007, Per I. Mathisen wrote: Ok, Spy, then. You want to remove most capabilities of spy/diplo for the sake of better game play. I wonder if you can. You're right that bribing, inciting, stealing techs and sabotage are kind of unbalanced, and sometimes buggy. I think this is so because the two game ideas of Freeciv, developing and fighting, are unbalanced in itself, contradictory so to say. The diplo is the most interesting figure of the game, because it stands between these two ideas. It connects them. You can remove the diplo, and you should be consequent then and do it completely. The game is simpler then. But better? I heavily doubt that. You're right when to rethink diplomats, their capabilities, the balancing and the popups. But then lets improve it - not remove. Making it more fair and transparent. The changes: * As discussed, new unique Spy unit can bribe units for free, and destroy all defensive buildings in a city, by sacrificing itself. Available with Writing. This makes her absolutely powerful in an early game phase. The other rulesets not changed, and... well, let's face it, this is not exactly civ1/2 compatible. And this is ok. But how its done I would like to see more ideas. Christian btw, Tech stealing is implemented in another way too, in conquering cities. - Per Carpe noctem :) -- Christian Knoke* * *http://cknoke.de * * * * * * * * * Ceterum censeo Microsoft esse dividendum. ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
Re: [Freeciv-Dev] (PR#7294) Proposal: Reducing the bribe-power of Diplomats
URL: http://bugs.freeciv.org/Ticket/Display.html?id=7294 On Tue, 11 Sep 2007, Daniel Markstedt wrote: Interesting idea. This would certainly improve a complex and bug-prone part of the game. :) But with the him losing all his 'peaceful' functions, would the label diplomat really be appropriate anymore? He'd be more like a one-man tactical nuke. Ok, Spy, then. Oh, and BTW, who would do all that good ol' stealing of techs? Maybe that could be the sole purpose of the spy instead... Tech stealing, city incitement, city poisoning, and city spying. All these go the way of the Dodo in my suggestion. All have and/or have had huge problems: Tech stealing - hard to balance; foul concept was unintuitive City incitement - hard to balance; cost was always too high or too low City poisoning - I bet you didn't remember that one until I mentioned it City spying - another popup; riddled with bugs for as long as I can remember In any case, I never liked how you would steal techs from other players with *units*. IIRC, I think civ4 had a better system, and we can make a similar system with lua scripts later. - Per Carpe noctem ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev
[Freeciv-Dev] (PR#7294) Proposal: Reducing the bribe-power of Diplomats
URL: http://bugs.freeciv.org/Ticket/Display.html?id=7294 I would like to resurrect this old but open and valuable ticket. Instead of the rules changes proposed in it, I would like to offer something a bit more radical: The diplomat/spy instead of present abilities gets the unique flag (only one can be built per player), it destroys itself automatically when doing a mission, and gets the ability to take over any enemy unit stacked alone in the open (with no gold cost), or, if targeting a city, to destroy all defensive buildings in a city. This makes the unit powerful, able to turn the tables on a defensive hardpoint, but limited (in number and loss effect), while getting rid of the evil pop-up menu and simplifying the diplomat game logic. - Per ___ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev