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Re: [Human-beings-discuss] primary resources


From: dams
Subject: Re: [Human-beings-discuss] primary resources
Date: 17 Apr 2002 13:56:53 +0200
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.1

Guillaume Cottenceau <address@hidden> writes:

> Guillaume Cottenceau <address@hidden> writes:
> 
> > I've already thought that "each batiment means a continuous levy
> > on the city's provisioning"[1], this needs to be extended to
> > complex/advanced units, yes, for example a tank needs a
> > continuous amount of oil.
> 
> We can simulate the notion of "difficulty to perform a war far
> away from cities" (transporting food, oil, etc) by having a
> "percentage of loss" which grows when a unit is far away from
> production centers of its needs (food, oil, etc). This percentage
> would also decrease when the technology enhances. This would also
> be good for simulating the fact that it's not possible to win by
> a war at the beginning of the game.
> 
> I think this is a good idea, WDYT?

Well, I would reproduce this arbitrary behaviour by adding refueling, resting
and so on, automatically set by default. And the player can choose the
automatic behaviour (agressive, fast, economic, etc), when he is enough
experimented.



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