Post
Tue Jul 19, 2016 6:35 pm
#1
late game and overpowered/large empires/ factions
how would the player or the A.I deal with a overpowered faction
I strongly disagree with this. Relying on management difficulty means that if you don't like management you cannot possibly play that way. What the hell would I be paying all these NPCs for if not to micro manage for me?Silverware wrote:Hopefully, there will be mechanics for factions to split into smaller groups, like internal strife, or simple housekeeping.
Large factions should be hard to manage for player and AI in my opinion, so that it becomes optimal to split larger factions into smaller allied factions.
But the other AIs could all team up against them, much like players would if they were playing on the same server.
Black--Snow wrote:I strongly disagree with this. Relying on management difficulty means that if you don't like management you cannot possibly play that way. What the hell would I be paying all these NPCs for if not to micro manage for me?Silverware wrote:Hopefully, there will be mechanics for factions to split into smaller groups, like internal strife, or simple housekeeping.
Large factions should be hard to manage for player and AI in my opinion, so that it becomes optimal to split larger factions into smaller allied factions.
But the other AIs could all team up against them, much like players would if they were playing on the same server.
I imagine that's the point. You can't micromanage an extremely big corporation, even if you like to manage everything by yourself, so having to rely on NPCs to do all the hard work could mean having to deal with all kinds of bureaucracy problems, including corruption, strikes, poor management decisions, etc. So like in real life many will prefer to keep their organizations small and manageable.Black--Snow wrote:I strongly disagree with this. Relying on management difficulty means that if you don't like management you cannot possibly play that way. What the hell would I be paying all these NPCs for if not to micro manage for me?
Things themself dont have to be fun if they improve the overall experience.Poet1960 wrote:While I understand the gist of the ideas put forth here, I have to ask myself a fundamental question. Will these things make the game FUN, or will they just make it complicated and annoying. There is no reason to try and force "reality" in a game unless it makes sense and adds to enjoyment.
Now I understand that, "fun" is subjective, on the other hand, hard coded mechanics that force you to deal with them even if you don't find them fun, is not a good idea in my view.
But the mechancis proposed only stop people from being able to run their own faction as an all powerful dictator. As far as we know AIs are simply employed by you to do things. If they like the payment, they'll do it, else they won't/they'll quit. They have no contractual obligation like real life employees to stay employed.Cornflakes_91 wrote:Things themself dont have to be fun if they improve the overall experience.Poet1960 wrote:While I understand the gist of the ideas put forth here, I have to ask myself a fundamental question. Will these things make the game FUN, or will they just make it complicated and annoying. There is no reason to try and force "reality" in a game unless it makes sense and adds to enjoyment.
Now I understand that, "fun" is subjective, on the other hand, hard coded mechanics that force you to deal with them even if you don't find them fun, is not a good idea in my view.
Sure, your empire getting harder to handle with increasing size isnt fun.
But an AI snowballing to infinity because it lacks limiting factors is less fun
Black--Snow wrote: But the mechancis proposed only stop people from being able to run their own faction as an all powerful dictator. As far as we know AIs are simply employed by you to do things. If they like the payment, they'll do it, else they won't/they'll quit. They have no contractual obligation like real life employees to stay employed.
I do, that doesn't change the fact that those mechanics should inherently stop AIs from being upset because of 'low pay'.Cornflakes_91 wrote:Black--Snow wrote: But the mechancis proposed only stop people from being able to run their own faction as an all powerful dictator. As far as we know AIs are simply employed by you to do things. If they like the payment, they'll do it, else they won't/they'll quit. They have no contractual obligation like real life employees to stay employed.
Do you know of the worker/executive AI dichtomy?
Because most npc's flying around will be classic RTS minions with no demands beyond the initial cost to aquire them.
Only a small subset of the population will run the full AI and have the (mental) freedom to chose not to do what you order them to do.
Cornflakes_91 wrote:Things themself dont have to be fun if they improve the overall experience.Poet1960 wrote:While I understand the gist of the ideas put forth here, I have to ask myself a fundamental question. Will these things make the game FUN, or will they just make it complicated and annoying. There is no reason to try and force "reality" in a game unless it makes sense and adds to enjoyment.
Now I understand that, "fun" is subjective, on the other hand, hard coded mechanics that force you to deal with them even if you don't find them fun, is not a good idea in my view.
Sure, your empire getting harder to handle with increasing size isnt fun.
But an AI snowballing to infinity because it lacks limiting factors is less fun
Cornflakes_91 wrote:And how to gimp the AI but not the player without braking player-AI parity?
Worth noting: this is a naturally-occurring effect in pretty nearly all human organizations as they grow in size and complexity, not just corporations.Silverware wrote:Past a certain size, efficiency starts to REALLY drop as bureaucracy and red tape starts getting thicker.
Once things get too bad, companies tend to form subsidiaries, rather than expand the core business.
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