From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 3110 invoked by alias); 18 Nov 2003 02:34:52 -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 3016 invoked from network); 18 Nov 2003 02:34:43 -0000 Received: from unknown (HELO garm.central.cmich.local) (141.209.15.48) by sources.redhat.com with SMTP; 18 Nov 2003 02:34:43 -0000 Received: from leon.phy.cmich.edu ([141.209.165.20]) by egate1.central.cmich.local with Microsoft SMTPSVC(5.0.2195.6713); Mon, 17 Nov 2003 21:34:42 -0500 Received: from localhost (unknown [127.0.0.1]) by leon.phy.cmich.edu (Postfix) with ESMTP id 0C16A7001D; Mon, 17 Nov 2003 21:34:40 -0500 (EST) Date: Tue, 18 Nov 2003 03:11:00 -0000 From: Eric McDonald To: Lincoln Peters Cc: Xconq list Subject: Re: Marketing Xconq? In-Reply-To: <1069120644.29637.83838.camel@odysseus.peterslan> Message-ID: MIME-Version: 1.0 Content-Type: TEXT/PLAIN; charset=US-ASCII X-OriginalArrivalTime: 18 Nov 2003 02:34:42.0547 (UTC) FILETIME=[85994430:01C3AD7C] X-SW-Source: 2003/txt/msg00739.txt.bz2 Hi Lincoln, On Mon, 17 Nov 2003, Lincoln Peters wrote: > It sounds like you're talking about random units being created at random > places Possibly, if the game designer thought it would fit the game. > on the map for random sides For random sides? That's an interesting thought, though game balance could be unduly influenced in this manner. >, although none of those are likely > meant to be 100% random (e.g. it would be ridiculous for a nuclear bomb, > owned by your opponent, to randomly appear next to *your* capital > city!). I don't think I mentioned randomness. But now that you bring it up, I must say that it has possibilities.... :-) > I recall thinking that something like that might be interesting in > bolodd.g: Every so often, an independent unit (perhaps goblins at low > levels, with more powerful stuff as the game progresses) appears out of > nowhere (but preferably in an area that nobody can see) and wreaks havoc > with any non-independent units it can find. Yes, this is more like what I had in mind. But also I was thinking that one could design semi-specific scenarios with reinforcement zones (countries being a good candidate for these), where each side is _guaranteed_ to get certain forces at regular intervals, but without the designer needing to create each unit that can be brought in. And as I mentioned earlier, some form of regular production could (but need not) accompany reinforcements. Another possibility would be to reinforce based on territory held. This would go some way towards making a game such as Risk or Warlords (that Alan mentioned) more feasible on the Xconq engine. > Of course, I don't expect > anything like that to become possible until well after 7.5. Nor do I. To be honest, aside from possibly spiffing up the compound terrain effects that I put in awhile ago, I have entered a self-imposed feature freeze. My focus is on bug fixes, packaging, and documentation until 7.5 (are we shooting for a Dec 25th release date, Hans? :-) Regards, Eric