Re: [Freeciv-Dev] (PR#7294) Proposal: Reducing the bribe-power of Diplomats

2007-09-14 Thread Christian Knoke

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.



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Re: [Freeciv-Dev] (PR#7294) Proposal: Reducing the bribe-power of Diplomats

2007-09-11 Thread Per I. Mathisen

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



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[Freeciv-Dev] (PR#7294) Proposal: Reducing the bribe-power of Diplomats

2007-09-08 Thread Per I. Mathisen

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

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