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Date: |
1996-07-18 |
From: |
John |
Subject: |
Conquest Humiliation |
My Dear Mr. Duk:
I've been dabling with Conquest 4.0 again. This time I tried the small map
option combined with the dry land option. At level 10 I was dead in about
20 days. At level 9 I lasted about 30 days. The dry terrain (there is
still some water, but not nearly as much) radically changes the game and
it's going to take some more practice before I can use artillery as
effectively as the enemy. The small map size dramatically shortens the
game by triggering almost instant combat.
My third attempt, at level 8, was interesting. For awhile I was holding my
own but was slowly beat back until I had only one city left. But this city
was on a small arctic island in the extreme northwest corner of the world,
the ONLY city impossible to reach without building a transport. The enemy was too stupid to build ANY transports, so could not reach me. Although the enemy "AI" is supposed to be better than it was, they still don't know how to use bombers. I had bombers buzzing about me like flies but not one bomb was dropped. (Perhaps the enemy is programmed not to drop a bomb if its own pieces are in the way, and by that point there were so many enemy pieces that no bombs could be dropped.)
This situation created a stalemate. Any piece I built was fired on by at
least 10 helicopters and artillery a day. A battleship could last maybe a
week under these conditions (taking 10 or 15 helicopters with it). The
only other piece that could do any damage was a bomber (as long as I used
it immediately), so I built one like clockwork every 30/35/40... days. I
paused the game at about day 350 or so. If I continue, the next bomber
will be radius 5 and I'll be able to take out an entire peninsula. Might
be fun to let it run overnight on autopilot and see if I can create some
radius 9 bombers (a radius 10 bomb would take out my own city).
I have two stray Alexander thoughts...
I keep thinking about spies. My latest twist is that spies could attack
any enemy piece or city with a fairly high rate of success. If they do
succeed, they are actually attached to the enemy piece/city and the spy's
owner gets to see anything the enemy could see from that vantage point.
Thus, if a spy boards an enemy destroyer, it sails along with it as an
invisible stowaway. Not only does the enemy destroyer stay on my rader
screen, but I also get to see anything the destroyer sees (so I can let the
enemy do my exploring for me). We might also want to consider seeing
anything the destroyer has seen in the past as well, so that as soon as my
spy boards an enemy destroyer I see a three-square wide path leading all
the way back to its original port city.
Of course if my spy penetrates a city I would be privy to the production
schedule of that city. (Maybe a superspy would see the production schedule
and location of every city on the continent.) Whenever I move my spy to
another enemy piece/city I would once again risk destruction since every
such move is a form of attack. The opposing player would never be aware of
any spy stowaways. But perhaps if I move my spy onto a piece/city which
(unbeknownst to me) already holds an ENEMY SPY, my spy would be immediately
detected and one (both?) of the two spies would perish.
My second Alexander thought concerns roads. I would still like to have
roads, but I'm not convinced that under the pressure of war many players
would take the time to build engineers and then send them out on lengthy
construction projects. An alternative might be to dispense with engineers
and let roads form *automatically*. Perhaps every time a tank moves off of
a city or existing road, it leaves one unit of road behind it. In this
way, roads would slowly grow in the direction of most common travel. If
two cities were 5 units apart, and city A was sending a steady stream of
tanks to city B, the first tank would create one unit of road, the second
would travel on that one unit and then add a second, the third tank would
extend a third unit, etc. After five tanks the road would be complete.
The overall effect would be to automatically speed pieces to the front even
as the front expands away from early cities.
We might want to extend this idea to the construction of bridges or even
tunnels (through mountains). If a player insisted on driving a tank into
the ocean or into the side of a mountain, the tank would be destroyed, but
one unit of bridge/tunnel would be created. This (rather expensive)
process could continue until a complete bridge or tunnel was built. We
might also want to make it possible for certain pieces to destroy a section
of bridge or tunnel as well.
I still haven't attempted to contact anyone at Delta Tao, but I have done
some research via the web. Peter Merrill, the creator of the game, is (or
was) an employee of Adobe and worked on version 4.0 on weekends over a
period of several years. He is not listed as an employee of Delta Tao, and
the delivery date slipped for so long (it was originally promised years
ago), that some Delta Tao programmers finally had to finish it up. My
impression (just a hunch, actually) is that Delta Tao is wiping its hands
of Conquest and will probably focus future innovation on the more popular
Spaceward Ho.
After looking through their personal web pages, I have a feeling for who
these guys are and how they work. Unfortunately, I can find almost no
information on Peter Merrill. The rest seem a pretty low-key and friendly
bunch, a bit on the nerdy side. I may try to get ahold of one of them, but
even if I do, I'm not sure what to say. Wouldn't it be a hoot if we could
actually acquire the rights to Conquest? (Assuming, that is, one of us
receives an unexpected influx of cash...)
More than enough for now. Please respond if you get a chance. No tape
yet, but I expect it tomorrow.
Yours in haste,
Epicurious
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