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Notes on "clickfest" problem.

 
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Notes on "clickfest" problem. - 6/20/2015 5:47:42 PM   
davebob

 

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I have noticed the large number of complaints regarding large numbers of units and the time required to address them in a turn. I to have abandoned games which grew too large to be fun. Solution is small,sometimes medium maps, and the editor. You know, if you sign up to play the battle of Kursk at the company level, you can be sure to have 50000 clicks to complete a turn. ATG is predictable in this way. Large map,a+ ai's, and you've signed up for a clickfest.
I find I can get more fun on smaller maps, and play more games where the lead up to war is more exciting than the wearisme attrition that awaits the endgame.
The editor allows us to adjust the maps to create chokepoints and natural borders. The number of border hexes is important also, a 100 hex border does not usually offer more than say a 20 hex border in terms of game. For me, less units makes each combat more critical, ie more fun.
The problem is in how to limit production. My experience with the "limited production" tab, is that it seems to screw up the ai production flow. No air units has been common, tanks etc. The ai unit choice is limited enuf as it is. So, again to the editor. The combination of ai selection +/- and adding or subtracting cities has brought me closer to finding that "sweet spot"
Note to other beginners....the ai +/- level does not alter the behavior of the ai, only the production quantity. I don't recall another wargame where this is the case, so I found it very misleading in the beginning. More clear to give each ai opponent a production slider with clear % markings.

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RE: Notes on "clickfest" problem. - 6/20/2015 6:20:08 PM   
GaryChildress

 

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One thing I've been doing lately is playing random games with "high production cost" and high cost of research set on a small 2 player map. It makes for an interesting struggle to keep your armies supplied and up to date with the latest equipment. Also the new TO&E feature in the beta patch (which I'm sure will go "live" soon) takes a LOT of clicks out of the game.  

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RE: Notes on "clickfest" problem. - 6/20/2015 9:00:16 PM   
Jafele


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Joined: 4/20/2011
From: Seville (Spain)
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To limit production depending of manpower (number and size of cities) could be a solution to clickfests. Absolutely.

Endless production of units during a long game make it a bit boring, and seems to me the main issue.

< Message edited by Jafele -- 6/20/2015 10:06:09 PM >

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RE: Notes on "clickfest" problem. - 6/21/2015 12:24:53 AM   
Tac2i


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Joined: 4/12/2005
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@davebob: have you checked out ATG 2.21d beta?

http://www.matrixgames.com/forums/tm.asp?m=3863627

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RE: Notes on "clickfest" problem. - 6/29/2015 4:33:52 PM   
davebob

 

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Joined: 9/9/2014
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Yes, thank you I have checked out this development. Certainly will help, however, I doubt I will play large maps until there are more varieties of side surrenders in the random game.

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RE: Notes on "clickfest" problem. - 6/29/2015 6:33:47 PM   
Jeffrey H.


Posts: 3154
Joined: 4/13/2007
From: San Diego, Ca.
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I've been mentioning this on and off for years now. I don't get the feeling that other people recognize it as a problem with the game. I know of two people who refuse to play it because of the click load problem, it just strikes people as inefficient and not worth the effort.

I don't agree that it's not worth the effort but I do agree that the ergonomics are bad for the click load. I did also comment on the new TOE feature that it has the potential to dramatically reduce the click load and therefore it's a very positive thing for the game.



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