Hmm. Well I've read the intervening pages ...
I've discovered that this "suggestions" forum is now just the ante room for the "submitted suggestions" sub forum from which I believe new features are actually plucked. So being top of the pile in
this forum isn't such a big deal
I see that much of the discussion in the intervening pages is just re-hashing what was worked through back in the era I was participating, namely;
Should it be XML only or a game option?
My intention always was that it should be a game option and I'm pretty sure that in my era that was generally agreed. There were maps even then (I think somewhere in the intervening pages I read there were 71 in 2008 compared to the 270+ you have now) where the infected neutrals would almost certainly overwhelm the players, but I retain my original opinions (shared by some of the recent contributors) that;
(i) winning a game by ensuring you are the last to survive is a legitimate goal target if you're playing with IN (infected neutral) hordes on the board and
(ii) that the existence of the IN option doesn't force anyone who doesn't like it on a particular map (or at all) to use it. As an analogy I certainly never enjoyed the freestyle option when I was here and, apart from the handful of games I played to form that preference, never played it. I didn't argue that the option should be removed because it ruined the CC game experience (even though for
me it did). Having said that perhaps there are now maps that would be
totally broken by the use of the IN option. If so I still think it would make for a broader, more varied (dare I say more enjoyable?) experience for the option to be removed (or forced to "off") for those maps at the game creation stage, not via XML control. As has been noted, both in my era and recently, a very significant disadvantage of combining IN implementation with XML control is that it renders all existing maps unusable with IN until or unless the XML is updated.
Shouldn't the IN behaviour be more random?
No. Really it shouldn't. Read the earlier pages of discussion to see why the logic in the final suggestion is as it is. Zombies (I mean IN) are stupid and predictable. Using one's understanding of their predictable behaviour to influence the outcome of a game in your favour is the skill element that enhances the game. Any random elements to their behaviour just add more luck to a game mechanic which already has plenty (dice and drop).
Personally I think simple ideas well implemented work best, but hey I'm not here to suggest that I have the final say! Far from it, I'm glad the idea still prompts such impassioned debate and hope maybe one day it'll be implemented in some form - game option, XML, with 'triggers' ... who knows.
I'll leave the final say to someone else from the old old old days who it seems also still drops in very occasionally
on 25 Sept 2013 yeti_c wrote:This suggestion is still the best suggestion that hasn't been realised on this site.
C.
I'll certainly drop in again later in the year to see how you're all doing and if IN have been implemented in the meantime I shall start a game