Forum Message | City: | Milan  | | Personal Data: | Male, born: March 21 1963 | | Membership | 20years 243days ago. | | Last Login | 14years 265days ago. | | Last Move | 14years 256days ago. | avallega is currently  | Send a mail to avallega |
| Message header | Area/Game: | Wooden Ships & Iron Men | | 1Topic: | How to play | | Subject: | Re: [WS&IM][RULES] Would look it up but to lazy | | Posted by: | avallega - 18years 336days ago. |
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| Message text michzeidler wrote:
avallega wrote: michzeidler wrote: avallega wrote: SirLindsley wrote: avallega wrote: WSIM in this site differ "a lot" from the official game. There are missing things and changes. Some changes are necessary to allow the game to be as quick and funny as possible. For example when two enemy ships are at the same distance from your firing ships you are NOT asked to which ship you want to fire. To change this means stopping the game sequence to ask the player what to do, and that would cause a long delay. At the moment there are many missing things like drift, wind change, different ammunition, melee, transfer boarding party, anchor, land, shallow exes and all advanced rules. Some will be implemented as the official rules mandate but most not. Another reason to make differences is to simplify (1) the coding effort and (2) the user interface. The code should be kept as simple as possible because simpler code is safer (less bugs) , more maintainable and take less time to be produced (more interesting features or different games instead of a 100% precise rule). In some case a more complex user interface could allow the player to decide more (for example to give the list of preferred targets in the case above of same distance targets) but we feel this game is already very complex for most players. What is really missing is a strategy guide and a "how to play" interactive tutorial (I like vampiring ones, do you?). About your specific question, if I remember well, the collision mechanisms is the only not evident thing that is changed with respect to the official rules. If you check this post http://www.youplay.it/beta/play/forum_showmessage.asp?msgid=2430you find a list of new features that Nick is developing. We do not intend to invest much time on rules revision (too many things to do, too few time available) but of course if there are volunteers out there.... they are very well appreciated. ciao have fun alex  To change this means stopping the game sequence to ask the player what to do, and that would cause a long delay. Would it take any longer than tailing in Blue Max? No infact would be the same.... but personally I prefer to have games that last half time. Infact very often all ships are lined up; while in Blue Max the players try as much as possible not to give the tail... However with new additions (meele) it will happen to stop waiting for detailed player instruction... ciao Ale I think, it would be a very good option to choose the target. Sometimes the computer is just doing funny stuff. Example: I have three firing ships bow to stern in a nice line and they all fire at different ships in the opposing line - even though they could concentrate their fire on one ship. I was actually hoping, that a target mechanism would be implemented. However, I see the difficulty it would make to program it but I also think that a lot of players would appreciate to have this choice. Anyways, the game is awesome and you did a great job transferring it from the board to the screen, so I won't cry much over a missing target option. Micha Well I understand your point. It's not question of programming effort, but it is related to play time. To be sure I'm clear: let's assume you move, your fellows and opponents move, the system show the movement and wait for everybody to decide the target, than maybe one or two days later (at least for multiplayer games) it calculates the fire results. Would you like it this way or the waste of time would be too much? Of course there is another possibility (as always). It is related to a more comprehensive user interface, that allow you to express some kind of preferences since the beginning (a sort of what if or list of preferred targets). The problem is that this solution would make the game more complex for (most new) players. Would be nice to hear your opinion and other players as well. ciao Ale Hi, since it's a turn based game, I already start it with the thought of it being a long game. A little longer wouldn't hurt. Also, I could ask for quick players, so we'd play a couple of moves per day. So, I would rather have it a little longer if it gives me the freedom to target a ship. It would add a lot, I think. As for complexity: True. But there is no need to drop the basic game completely. If somebody likes it easy, he can play the basic rule set. If people decide for the more complex version, I don't think they would mind the targeting option you wrote about. greetings, Micha
Got it. Will see. thanks a lot! |
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