Review of Micropose PC Diplomacy
By Johnny Bravo 17/11/99
1) Graphics - Fair, it would be nice to have a choice of
units. As it is you have metallic looking "stars" and
"anchors", mounted on bases. It seems a variation of the plastic
pieces from the latest AH release. An option for the original wooden blocks
would have been great. Even better would have been an open format so players
could use whatever pieces that suit them. You have one zoom level that shows
about a quarter of the board, one intermediate level would have been nice.
2) Variations - The following are supported Standard, 1898,
Shift Left, Shift Right, Fleet Rome, and Variants for 3-6 players. 6-player,
Italy just holds, 5-player, Germany and Italy just hold. 4 players, it's
combined powers (England vs Austria/France vs Italy/Russia vs Turkey/Germany),
for 3-players its (England/Germany/Austria vs Russia/Italy vs France/Turkey),
each combined power plays as a single country. Gunboat is an option for all
variants but supposedly cripples the AI (it would be hard to tell the effect of
this, since the AI is lobotomized already). In short, only variants you can play
on the standard map are supported.
3) Time Control - Each Phase has it's own timer. Defaults
are 2 Negotiation Phases with 30 mins for the first one and 15 mins for all
others, with 5 mins to issue orders and another 5 to view them. The summary
phase is 5 mins long. A pretty long default for an online game. The problem is
that if you get someone who is losing, might start using every second of the
available time rather than quitting, and each year ends up taking an hour to
play.
4) Interface - I don't know if it is just my system, but I
meet the requirements (P200 and 32MB RAM), but every time I click on a button it
takes about three seconds to get a response. This makes the game more work than
fun. It got worse as the game went on, around 1910 it was taking more than a
minute to order a couple of units as it took over 10 seconds to process each
click and many times the order just wouldn't take so I'd have to repeat it.
Luckily for me the game was over in 1911.
Gripes
1) Gunboat is useless, you cannot enter an order you can't
perform, so much for convoying your opponent to switzerland to indicate peace
offerings and such. In this it fails badly, as the game specifically allows you
to make invalid (but legal) orders.
2) AI is worse than expected, it is non-existant, leaving
centers open, stranding units (Italy convoyed an army to Tunis and spent the
entire game moving it back and forth to North Africa). I played one game as
England (with all AI set to high), in 1901 I took Brest, in 1902 I started a
fight with Russia in the north, in 1904 I attacked Germany as well. The AI
powers did not gain more than 2-3 centers each the entire game, they just kept
making the same bouncing moves over and over. I soloed in 1911, it could have
been quicker but I built too many fleets. I never lost a center to enemy moves,
even when I deserved it. I had one unsupported fleet in Brest, France kept
ordering Gascony-Brest and Burgundy-Munich, rather than Burgundy-Paris and
kicking me out of Brest the next season, France made these orders for more than
4 game years without changing them. Random legal moves would have been more of a
challenge.
3) Negotiation with the AI - I never got to make any
demands, the AI would rush into the room, make a list of demands and if I didn't
start accepting them it would just leave within seconds, if I dealt with the AI
demands it would leave seconds later. By the time I looked at the map and
decided exactly what I wanted from the AI, I was standing in an empty room. And
for the AI completely unnecessary as you can kill the best AI even if they are
all against you.
3a) Negotiation with the Players - There are 4 chat rooms
and you can only be in one of them at a time. This makes it a bit cumbersome to
negotiate with 6 other people. I think a better solution would be everyone in
the same room, you have a map, 6 buttons for the other powers, you just click
the power(s) you want to send to and type away. This would speed things up as
you can negotiate with everyone at once. I think time is of serious
consideration for online games, any speedups would be very welcome, even if they
aren't quite the same as face to face play.
4) Display of turn results, it takes about 2 seconds to
display each move that was made during the turn and you have to sit there and
watch them play out one by one. I wish I could set an option to display all the
moves on the map at once rather than wait for 60 seconds for the same info. This
game is long enough as it is without needlessly adding to the delays. After 1902
I just stopped looking, just hit next and went on to make my moves on the
updated map, it was just too much trouble trying to determine what moves the AI
made.
Bottom Line - I'd rather play face to face or use the
Judge, this program fails in all the wrong places. It looks pretty, that's the
only thing going for it, there is no AI to speak of and multiplayer just isn't
up to Judge standards (no Judge support in the game). To run real time
diplomacy, you would be 100% better off using ICQ, Realpolitik and a GM who
would just upload a current picture of the position to a web page for the
players. Save your money, this isn't worth $40 just so you can play online at
the zone in games that are even more likely than the Judge to see massive
dropouts, and the quality of play will be much worse if those dropouts are
replaced by computer players.
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