Zone of Control (ZoC) changes
Posted: Tue Nov 25, 2014 2:14 am
I'll help you Wieder by bringing the discussion from the last few days on this topic over here to this new thread.
(T113 - 23:11:46) <Evan> I suggested to Edrim that the diplomats could lose the 'ignore Zoc', he was thinking of the same thing. In the standard (1x) single player, it's not so bad. But with RTS and (3x), an army just standing by while an invading army simply strolls by is utterly absurd.
(T113 - 23:12:20) <Wieder> I commented that on Trello just before logging in
(T113 - 23:12:44) <Wieder> There might be some side effects and some very nasty ones actually
(T113 - 23:13:12) <Evan> I liked how you said the polls, if any, should be about self-contained or consistent groups, so we don't end up with unbalance.
(T113 - 23:13:45) <Evan> Eg, restrictinfra, if combined with no ignore ZoC, would be too much, etc.
(T113 - 23:14:09) <Wieder> Yeah, if people vote for some specific detail without really understanding how it will affect the gameplay, we might end up with some very conflicting rules
(T113 - 23:14:23) <Evan> Edrim said we should leave this for the forum, but a little bit is ok.
(T113 - 23:14:37) <Evan> Plus, it might encourage people to get involved.
(T113 - 23:14:59) <Wieder> I would prefer restrictinfra instead of removing diplos etc the ability to break the zoc because there is a reason why it's there for those few units
(T113 - 23:15:11) <Wieder> Talking is good smile
(T113 - 23:15:35) <Wieder> You can also copy paste game chat to the forum
(T113 - 23:16:23) <Wieder> It's so much easier to talk about this on a chat. Forum posts are nice but they are quite often walls of text and the focus is easily lost
(T113 - 23:17:58) <Evan> I agree, it's easy for people to skip it. As long as it's about the game. But i do I really think we need a new Topic for LT34 in the forum, especially since people who are already out of the game might pop by to have a quick look. And for everyone really.
(T113 - 23:18:46) <Wieder> Yes, we definitely need one on the forum. Or few if that's how people feel about it
(T113 - 23:18:57) <Wieder> It's a huge topic anyway smile
(T113 - 23:20:11) <Evan> It should be standard. The discussions about the next game, well in advance, in a defined area, and people can branch off to other threads when necessary. What are the side effects you're thinking about with ignoe ZoC, i probably haven't thought about them.
(T113 - 23:22:06) <Wieder> Basically you could paralyze the entire nation with some units blocking the access. That might be a powerful weapon. It would also be too easy to block the explorers from exploring and even capturing those with few units preventing them from moving away
(T113 - 23:23:02) <Evan> You can only have one explorer?
(T113 - 23:23:48) <Wieder> You can have more once you research seafaring
(T113 - 23:24:06) <Evan> Hmmm
(T113 - 23:25:52) <Evan> It seems ok to me, i've always played like this anyway in the single player. If you take the risk to send units out to block access, you might gain the advantage of containing them in an isolated position, but you might also lose you cities. A calculated risk. Not really a problem.
(T113 - 23:27:13) <Wieder> It would also allow some nasty tactics in the mid game
(T113 - 23:27:34) <Evan> There are many ways to prevent unfair advantages, but you can't stop the map generator from producing peninsulas.
(T113 - 23:27:47) <Evan> Like what
(T113 - 23:27:50) <Wieder> I could send out some units preventing someoen almost completely improving his land
(T113 - 23:29:38) <Evan> That's realistic isn't it. All units can move into a tile occupied by a friendly unit, so if you had a military unit there you could bring a worker there too.
(T113 - 23:35:15) <Wieder> Yeah... But then again that's one way of breaking the zoc again
(T113 - 23:37:19) <Evan> No, it wouldn't work if you wanted to go through enemy lines, because that first unit wouldn't be able to get there in the first place. I'll have to go now, can you paste this to the forum. I'll keep thinking about it all. I really think it could take a lot of the RTS/TC crap out of the game, which ruins it for so many people, even if a few do like it. It's not in the spirit of the game, which is turn-based.
... ... ...
<Evan> I've got time now, i'll paste it there.
(T114)
<Edrim> :for my only this one change - removing zoc ignore ability on all land units could bring us some more simcity and defensive thinking, but we shouldnt alow to changeing swamp into ocean in this way
... ... ...
<Evan> re Edrim's last post on the possible ZoC change thread: I had in mind only removing the ability of Diplomats to ignore ZoC, and move from one enemy-adjacent-tile into another. All units can already simply move into a tile that's adjacent to an enemy tile. Other Diplomat/Spy actions would remain unchanged. And the usual exemptions still apply (see help). The tactical side to the game would still be there, just without the RTS/TC rubbish. Even in ancient times, enemy forces could never just wander around/through your country unnoticed. So it's VERY unrealistic. And it terms of strategy and tactics, gameplay and enjoyment, well, it ruins it. The unpredictability is so extreme, especially now with rail. It does however give a massive advantage to the offensive side, and speeds the game. But i don't think that should be the goal of a complex and balanced gamed such as this. In single player, with (1x) movement, the effects are limited, and can be countered.
______________________
Actually, I should have said the ability of Diplomats AND Spies to ignore ZoC rules. Again, I'm not referring to the general ZoC rules that apply to every land unit.
(T113 - 23:11:46) <Evan> I suggested to Edrim that the diplomats could lose the 'ignore Zoc', he was thinking of the same thing. In the standard (1x) single player, it's not so bad. But with RTS and (3x), an army just standing by while an invading army simply strolls by is utterly absurd.
(T113 - 23:12:20) <Wieder> I commented that on Trello just before logging in
(T113 - 23:12:44) <Wieder> There might be some side effects and some very nasty ones actually
(T113 - 23:13:12) <Evan> I liked how you said the polls, if any, should be about self-contained or consistent groups, so we don't end up with unbalance.
(T113 - 23:13:45) <Evan> Eg, restrictinfra, if combined with no ignore ZoC, would be too much, etc.
(T113 - 23:14:09) <Wieder> Yeah, if people vote for some specific detail without really understanding how it will affect the gameplay, we might end up with some very conflicting rules
(T113 - 23:14:23) <Evan> Edrim said we should leave this for the forum, but a little bit is ok.
(T113 - 23:14:37) <Evan> Plus, it might encourage people to get involved.
(T113 - 23:14:59) <Wieder> I would prefer restrictinfra instead of removing diplos etc the ability to break the zoc because there is a reason why it's there for those few units
(T113 - 23:15:11) <Wieder> Talking is good smile
(T113 - 23:15:35) <Wieder> You can also copy paste game chat to the forum
(T113 - 23:16:23) <Wieder> It's so much easier to talk about this on a chat. Forum posts are nice but they are quite often walls of text and the focus is easily lost
(T113 - 23:17:58) <Evan> I agree, it's easy for people to skip it. As long as it's about the game. But i do I really think we need a new Topic for LT34 in the forum, especially since people who are already out of the game might pop by to have a quick look. And for everyone really.
(T113 - 23:18:46) <Wieder> Yes, we definitely need one on the forum. Or few if that's how people feel about it
(T113 - 23:18:57) <Wieder> It's a huge topic anyway smile
(T113 - 23:20:11) <Evan> It should be standard. The discussions about the next game, well in advance, in a defined area, and people can branch off to other threads when necessary. What are the side effects you're thinking about with ignoe ZoC, i probably haven't thought about them.
(T113 - 23:22:06) <Wieder> Basically you could paralyze the entire nation with some units blocking the access. That might be a powerful weapon. It would also be too easy to block the explorers from exploring and even capturing those with few units preventing them from moving away
(T113 - 23:23:02) <Evan> You can only have one explorer?
(T113 - 23:23:48) <Wieder> You can have more once you research seafaring
(T113 - 23:24:06) <Evan> Hmmm
(T113 - 23:25:52) <Evan> It seems ok to me, i've always played like this anyway in the single player. If you take the risk to send units out to block access, you might gain the advantage of containing them in an isolated position, but you might also lose you cities. A calculated risk. Not really a problem.
(T113 - 23:27:13) <Wieder> It would also allow some nasty tactics in the mid game
(T113 - 23:27:34) <Evan> There are many ways to prevent unfair advantages, but you can't stop the map generator from producing peninsulas.
(T113 - 23:27:47) <Evan> Like what
(T113 - 23:27:50) <Wieder> I could send out some units preventing someoen almost completely improving his land
(T113 - 23:29:38) <Evan> That's realistic isn't it. All units can move into a tile occupied by a friendly unit, so if you had a military unit there you could bring a worker there too.
(T113 - 23:35:15) <Wieder> Yeah... But then again that's one way of breaking the zoc again
(T113 - 23:37:19) <Evan> No, it wouldn't work if you wanted to go through enemy lines, because that first unit wouldn't be able to get there in the first place. I'll have to go now, can you paste this to the forum. I'll keep thinking about it all. I really think it could take a lot of the RTS/TC crap out of the game, which ruins it for so many people, even if a few do like it. It's not in the spirit of the game, which is turn-based.
... ... ...
<Evan> I've got time now, i'll paste it there.
(T114)
<Edrim> :for my only this one change - removing zoc ignore ability on all land units could bring us some more simcity and defensive thinking, but we shouldnt alow to changeing swamp into ocean in this way
... ... ...
<Evan> re Edrim's last post on the possible ZoC change thread: I had in mind only removing the ability of Diplomats to ignore ZoC, and move from one enemy-adjacent-tile into another. All units can already simply move into a tile that's adjacent to an enemy tile. Other Diplomat/Spy actions would remain unchanged. And the usual exemptions still apply (see help). The tactical side to the game would still be there, just without the RTS/TC rubbish. Even in ancient times, enemy forces could never just wander around/through your country unnoticed. So it's VERY unrealistic. And it terms of strategy and tactics, gameplay and enjoyment, well, it ruins it. The unpredictability is so extreme, especially now with rail. It does however give a massive advantage to the offensive side, and speeds the game. But i don't think that should be the goal of a complex and balanced gamed such as this. In single player, with (1x) movement, the effects are limited, and can be countered.
______________________
Actually, I should have said the ability of Diplomats AND Spies to ignore ZoC rules. Again, I'm not referring to the general ZoC rules that apply to every land unit.