February 17, 2004, 20:17
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#1
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King
Local Time: 13:05
Local Date: November 2, 2010
Join Date: Mar 2003
Location: Cleveland, Ohio
Posts: 2,207
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What makes a MP game fun?
Hey guys, never posted in the other subsection here before. Wow, so different...
Anyways, I'm working on a multiplayer scenario right now and I just wanted to ask the avid MP players what makes a MP scenario fun.
Like:
What are the most anticipated aspects of a MP scenario?
Are easter eggs a wanted bonus?
What parts of a MP scenario do you hate the most?
etc, etc...
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February 17, 2004, 20:48
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#2
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Deity
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bes tpart is the interaction of humans and the friends you make palying regualrly. yes not an in game concept i know, but is still the best part of mp..
Worst part is the end game situatuon of moving hundreds of units around
another problem is all the damn caravans.....
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GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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February 17, 2004, 21:47
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#3
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King
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personally - and this is just me speaking - I don't like scenarios in multiplay. Pre made maps on the other hand is a different story. I have mixed results with premade maps. sometimes they provide for an even game. sometimes the person making the map tries so hard to make sure the game is even that all the starting position are mirrors of each other or everyone gets a great start which IMO takes away from some of the initial contest of finding a livable spot quicker then your opponents.
as for scenarios, the problem is, as I see it, that in a multiplayer scenario - one player starts with an advantage. in general, no one that i know that plays MP wants to start with an advantage. if u win everyone says it is because of the advantage if you lose its embarassing. by the same token noone wants to play a serious MP game and start at a disadvantage unless they dont respect thier opponents abilities.
anyways that my 2 cents
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February 18, 2004, 00:32
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#4
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Emperor
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friendships are the best part, but a game where something is on the line, whether its your own existence or plotting the demise of someone else.
Something more than a caravan push!
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Boston Red Sox are 2004 World Series Champions!
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February 18, 2004, 09:01
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#5
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Retired
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I'm still a big fan of the "thrill of discovery"... the early part of the game is still the most interesting as you uncover the black squares and find out just how screwed you are
And yes, the later game gets bad when the 1000's of units and caravans come into play. If there was a way to limit the number of units... and help speed up the game... that would be great in my mind.
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Keep on Civin'
Civ V Civilization V Civ5 CivV Civilization 5 Civ 5 - Do your part!
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February 18, 2004, 10:30
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#6
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Emperor
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There is a way.
We play 7 players OCC. I am sure the game will be fun.
7 players OCC thread
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February 18, 2004, 21:05
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#7
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King
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Quote:
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Originally posted by Ming
I'm still a big fan of the "thrill of discovery"... the early part of the game is still the most interesting as you uncover the black squares and find out just how screwed you are
And yes, the later game gets bad when the 1000's of units and caravans come into play. If there was a way to limit the number of units... and help speed up the game... that would be great in my mind.
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Excellent, that is exactly what I had in mind.
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February 18, 2004, 21:12
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#8
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Deity
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the discovery is everthing in civ, that why i never use the hut finder or resourvcce locater, i like the surprise ....
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GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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February 19, 2004, 02:58
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#9
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Emperor
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seeing Eyes quit a game b/c his archer couldn't take out my phalanx, and claim he was cheated!
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Boston Red Sox are 2004 World Series Champions!
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February 19, 2004, 04:14
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#10
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Emperor
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Raz beating Eyes!
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"Old age and skill will overcome youth and treachery. "
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February 19, 2004, 07:42
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#11
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Warlord
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Too many caravans is a big drag. Especially on the time it takes.
Also I find worlds that are too big really screw things. The game turns into 'who can micromanage a large civ best' instead of 'who can interact with players best'.
MP should be about interaction, strategy and roleplaying; not about rules, points and game mechanics
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<>---Cyber-Spyder---<>
weaving webs within the web...
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February 19, 2004, 11:29
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#12
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Just another peon
Local Time: 13:05
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learning your oponents weaknesses and exploiting them.
I also prefer the discovery aspects of the early game.
As long as you don't get anal on caravans, many can be moved each turn without much delay.
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The OT at APOLYTON is like watching the Special Olympics. Certain people try so hard to debate despite their handicaps.
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February 19, 2004, 15:32
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#13
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Deity
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Quote:
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Originally posted by Cyber-Spyder
Too many caravans is a big drag. Especially on the time it takes.
Also I find worlds that are too big really screw things. The game turns into 'who can micromanage a large civ best' instead of 'who can interact with players best'.
MP should be about interaction, strategy and roleplaying; not about rules, points and game mechanics
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i prefr the larger maps, i never micromanage i feel it only slows down the game. I too busy thinking of who to backstab next to think about where to put each city resident ...
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GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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March 13, 2004, 19:49
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#14
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King
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Just so I can kiss up to the possible playtesters, here's a pic of the scenario in construction:
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March 13, 2004, 19:50
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#15
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King
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here you go.
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March 13, 2004, 19:58
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#16
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Just another peon
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Now that is sucking up.
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The OT at APOLYTON is like watching the Special Olympics. Certain people try so hard to debate despite their handicaps.
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March 17, 2004, 19:04
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#17
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King
Local Time: 12:05
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I like the discovery, seeing how my opponent responds to my probing, and the anticipation when waiting to complete a big wonder...
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"Mal nommer les choses, c'est accroître le malheur du monde" - Camus (thanks Davout)
"I thought you must be dead ..." he said simply. "So did I for a while," said Ford, "and then I decided I was a lemon for a couple of weeks. A kept myself amused all that time jumping in and out of a gin and tonic."
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March 18, 2004, 10:26
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#18
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King
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what are the things that look like walls all over the place
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March 18, 2004, 17:48
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#19
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ACS Staff Member
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my guess is they are walls.
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March 18, 2004, 21:30
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#20
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King
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Yep, those are walls. They need a bit of weathering though, if anyone is up to it.
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March 18, 2004, 21:58
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#21
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Deity
Local Time: 04:05
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walls ? wow , they are huge .... you going to make people go round them or through them ,,,
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GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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March 19, 2004, 00:09
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#22
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King
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Both. They are designed to mesh with the fortress graphic, so they will act like a fortified road. They will be limited of course, but I thought it was a nice touch.
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March 19, 2004, 00:38
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#23
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Emperor
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I like seeing Horsie get upset
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"Old age and skill will overcome youth and treachery. "
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March 19, 2004, 00:42
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#24
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Emperor
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he he
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"Old age and skill will overcome youth and treachery. "
*deity of THE DEITIANS*
icq: 8388924
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March 19, 2004, 01:00
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#25
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Deity
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Quote:
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Originally posted by Harry Tuttle
Both. They are designed to mesh with the fortress graphic, so they will act like a fortified road. They will be limited of course, but I thought it was a nice touch.
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so to stop units advancing to city you need to man the walls as in a normal fortress.
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GM of MAFIA #40 ,#41, #43, #45,#47,#49-#51,#53-#58,#61,#68,#70, #71
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March 21, 2004, 13:02
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#26
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King
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Quote:
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Originally posted by Rasputin
so to stop units advancing to city you need to man the walls as in a normal fortress.
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Yeah basically. You could just let them attack the cities directly, but then you'd be losing irrigation, roads, etc...
Last edited by Harry Tuttle; March 21, 2004 at 13:43.
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