Chilperic
Posts: 964
Joined: 3/21/2010 Status: offline
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quote:
ORIGINAL: Keke Strictly from gaming point of view, I think the Greens are a bit too active in 1920. The problem is that when the Reds are in relatively weak position in 1920, Green revolts capturing several Red cities and regions can become a decisive factor, significantly easing the challenge for the SW. Now I understand that in the face of weakening Red power this is historically plausible, but it takes some fun away. Also I'd rather see one really big, well organized revolt with minor spreading around to other regions, than several mid-sized revolts crashing the Red logistics. I had to crush one revolt at Azor, but compared to the Red situation it was only a minor annoyance. I do emphasize that this observation is made with wanting to keep the challenge up for last year or so for a successful SW-side. .... Now that I remember to mention this: I think Makhno's forces are currently set to be too aggressive, which means that after their suicidal kamikaze-missions, usually made in bad weather, defeating them is quite easy. I'd adjust the aggressiveness down a notch or two, if possible. ANA: I will tone down aggro indeed. Now I know they can be aggressive, I may lower the settings. GRN: you're right, but I don't think I will. Many reasons: first, Reds aren't the only ones to suffer from Greens: Siberians too and a uncautious Southern Whites will have problems with them too. Then, as you mentioned, many green revolts are historical and FY is in this domain far below the reality. Historical situations was most of the map with small peasants and bandits bands roaming. One big insurrection wouldn't feel right. Moreover, Red player would get an huge bonus with only one big revolt. Last, this should need much scripting work with several dozens of events, and I believe I'm close to the level from which events system will become unworkable; I know a game full of details and events resulting in an endless succession of bugs, glitches, obscure for players outcomes Now, you have played several games as Southern Whites. You're in 1920 when the game ends in January 22. The Red AI has resisted to you until this date and possibly your current game will end in 1921. You will be victorious, except some reversal due to an error commited by you. In any case, for an AI, sustaining as long against a good player, who has experience of former games with Southern Whites, is in itself for me a good result. Unless you convince me by other arguments, , I don't believe modifying historical settings is necessary. Even if I do it, the player will find sooner or later a way to win. An AI is doomed to lose, but in FY, it needs the player to really play the game, not only pushing 20 turns some stacks here and there. Now, of course, I'm waiting your other points about
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