6 | | Now about the "types of maps" you discussed, FeXoR, I'm not sure what point you're trying to make. "Realistic" maps in 0 A.D. are fundamentally flawed because the maps are too small for really random distribution, and would be really unfair. I'm thinking unfairness should really not be allowed too much in random maps (to some extent, of course. But not too much).There are ways to ensure this: creating resources not too far from the player bases, creating some elements of symetry… Using the RM constraints properly to distribute resources semi-randomly. We should probably stray away from maps that could be completely unfair (ie one side has all the gold, the other all the silver). But this is also another problem than the one at hand here. |
| 6 | Now about the "types of maps" you discussed, FeXoR, I'm not sure what point you're trying to make. "Realistic" maps in 0 A.D. are fundamentally flawed because the maps are too small for really random distribution, and would be really unfair. I'm thinking unfairness should really not be allowed too much in random maps (to some extent, of course. But not too much).There are ways to ensure this: creating resources not too far from the player bases, creating some elements of symetry… Using the RM constraints properly to distribute resources semi-randomly. We should probably stray away from maps that could be completely unfair (ie one side has all the gold, the other all the silver). But this is also another problem than the one at hand here.[[BR]] |
| 7 | (basically, if a map is fair for the first 10/15 minutes, it's fair enough. Beyond that, free game). |