Not to me.
Regarding your redesign notes, I agree they would be nice to work on, but you’re talking about a much deeper dip into the well of time than I want to spend.
My primary goal is to get away from these canned strategies. Everybody knows the best opening moves for each Nation (or at least what two or three work best depending on the overall strategy to be employed).
In a word: B-O-R-I-N-G
I want a game where a strategy that takes 20-40 turns to develop has a chance to win. I want a game where many, many approaches can be used because of the extra time it takes to play the game.
In general, I want the unknowns back.
Anything that does not support this goal is secondary or later on my priority list.
I know ME Games can edit the hexes on the map – they’ve done it in a game of mine.
I know they can move Characters around, add new ones, change attributes, etc. They’ve done that.
So randomizing the map is a pretty easy thing to accomplish. No redesign work needed EXCEPT FOR THE BEHAVIOR OF DRAGONS AND ARTIFACTS.
However, knowing almost precisely where to go to get which dragons, and knowing precisely what to do to garner their support in every case, takes away from the mystery, risk and fun of this game for me.
So I’m willing to spend some time redesigning that component. That does NOT mean I’m eager to tear into redesign work for other purposes.
I am, however, willing to spend some time redesigning how the Artifact information is obtained, should that require more than randomizing a database at the start of the game, because that, too, is in perfect alignment with my goals.
Agreed. But I wanted something that could be implemented quickly, so I was trying to limit the scope of my initial interest research.
Part of the problem, you see, is that I am not certain how many people would actually be interested in those changes. While the tone of Ed’s complaints may be a bit irksome, he raises many valid points in his argument. One point he raises says, in so many words, that maybe most gamers don’t like too many unknowns. If that is true, then maybe there are less than 25 of us out here who would like to see the randomizations.
So, for my money, if there’s not enough interest in the randomizations, I have very little interest in fixing the detailed inner game mechanics if all it means is that the rules are more realistic while we keep playing out the same old 15-20 turn games with the same boring formulaic options.
But if there is interest in the randomization sufficient to get ME Games’ interest in offering it, then I could work on that project. If afterwards we also fix these game mechanics issues that seem nonsensical or broken, that’s just bonus duty.
You list all the same stuff I’d like to have. Except I’d rather it be a local PC client program like Palantir is, with the web-interface being an optional add-on later.
One interesting note is that if the map is randomized every game, a new client App would have to be written anyway. I’m betting Palantir has a lot of static data in it that can’t be fixed simply by giving it a new data file.
If I’m right about that, then a whole new client App will be necessary to at least show the map.
That’s a huge can of worms, since we would be starting that more or less from scratch, and it would be a bit foolish to not include all the killer client App features you and I would love to see.
Regarding other people not liking the changes because they like the pen-and-paper approach, one nice thing is that offering these new scenarios does not take away the ability to offer the old ones…unless too many players move to the new ones.
C’est la vie.
I wholeheartedly agree.