From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 9072 invoked by alias); 23 Aug 2004 04:55:21 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 9065 invoked from network); 23 Aug 2004 04:55:20 -0000 Received: from unknown (HELO web13125.mail.yahoo.com) (216.136.174.143) by sourceware.org with SMTP; 23 Aug 2004 04:55:20 -0000 Message-ID: <20040823045519.35366.qmail@web13125.mail.yahoo.com> Received: from [138.202.34.145] by web13125.mail.yahoo.com via HTTP; Sun, 22 Aug 2004 21:55:19 PDT Date: Mon, 23 Aug 2004 13:04:00 -0000 From: Elijah Meeks Subject: Re: Three thoughts To: Jim Kingdon , xconq7@sources.redhat.com In-Reply-To: <200408230418.i7N4I3G01726@panix5.panix.com> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-SW-Source: 2004/txt/msg01001.txt.bz2 > If the solution isn't a fancy "occupants navigator", > then perhaps the > solution is just change the game designs to reduce > the problem. For > example, one reason that the standard game only > allows 16 units in one > cell is to make them easy to draw and see. The > standard game is > lacking any such mitigation for the "infantry in a > bomber in a carrier > in a town" problem, however. I wonder what it would > do to playability > if a town/city could only hold 8 units? I generally agree with this, and it's why I've fallen into using a four unit limit per cell with my designs. Still, even a game like civilization uses a seperate status window for cities, which near the end of the game would have dozens of what XConq considers units. So, if a designer wants to create a civ-like game that's visually appealing, we need some way to hide the ancillary units, which in general aren't combat units but rather units that somehow affect a 'mother' unit (Improvements in Civ/MOO/MOM, items in the case of fantasy/RPG-style games). Speaking of items, I'd like to add random piles of gold to Opal. I can do this in a way by making advanced 'Random Pile of Gold' units with an initial supply of 'gold' material that gives to the treasury, so that when a player captures the unit, the gold is tossed into their treasury (The independant side defaults to not using the treasury, so the gold isn't looted by greedy iplayers). This is, however, a cumbersome procedure, and I was wondering as to the feasibility of an capture-gives-material table. __________________________________ Do you Yahoo!? Yahoo! Mail is new and improved - Check it out! http://promotions.yahoo.com/new_mail