roadkiehl wrote:I'd argue that the nav is a necessary part of the game. In any game, there has to be some element of unpredictability in order to give the game a different flavor each time. Most games use dice or some other RNG, but in games like Diplomacy, there's the unpredictability compounded on the immediacy of your opponents' moves to create unpredictability. The nav is the biggest aspect of Subterfuge that has unpredictability, and thus should be preserved as it is.
Why unpredictability? Because otherwise each game would begin to feel the same. Imagine Yahtzee, except that you're just given a set of numbers to construct your yahtzees or whatever. Well, then it's not a game, but a puzzle, and once you've beaten Yahtzee once, you've got no reason to come back. Or imagine Risk with no dice, where superior forces win all the time. It's far less exciting when the one soldier in Kamtchatka has no hope to kill 20 soldiers alone.
I agree with you about the nav, but I don't agree with the 'every game must have some element of RNG (or your 'unpredictability')'
There are 2 types of unpredictability which I think you're talking about: externally generated and internally generated. External unpredictability is generated by something such as die, computers, coin tosses, and other things which none of the players have control over (or should I say, have the ability to predict). Internally generated unpredictability stems from human nature (I mean, of course people are not predictable!) External factors is commonly called luck (although this isn't entirely correct). While internal factors can be thought of as skill (again, not 100% accurate) The most important thing here, is that internally generated 'unpreditability' isn't luck, its a reflection of how skilled your opponent is.
Your examples were all examples of external factors, and an example of a game where this hardly exists is chess. In chess, the only factor which may be random is whether you'll be black or white. Everything else is practically the same.
You might wonder about paper scissors rock, or some other 'luck-based' game like that. Basically, that game is full of externally generated unpredictability (which is for the most part is contained in the rules of paper scissors rock). Your mind is literally flipping a virtual '3-sided' die which influences what you will pick. The only internal factors might arise are from psychology and personal preference. For example, if you always started with rock, and I knew that, then that knowledge is part of my skill, which I can use to draw scissors. In that case, you are not flipping a virtual 3-sided die anymore, you know you will draw scissors. Recent scientific studies (you can search these up on Google) have shown that if someone wins, they will likely draw the same one, while if they lose, they will likely draw the one that beats the one they lost to. If you knew this as well, you could say that there is some skill involved in paper scissors rock, and that you can predict your opponents moves to a certain degree.
In games, different genres will have different optimum balancing ratios of both EGU and IGU. Of course, games tend to have a higher IGU ratio to EGU ratio. People tend to prefer games with a lower EGU and a reasonable IGU (for that genre). However, EGU is needed against AI's otherwise, as road has said, the game will become a puzzle (or at least, against some certain AI's, because if that AI didn't choose randomly between e.g. the top 2 choices, every game will be the same). Against humans however, EGU is arguably not needed as people will improve their own strategies to avoid defeat in the same way. Humans naturally learn from mistakes, and unless you can get an AI to do that, you'll still have to have EGU within the AI's programming.
Anyway, back to Subterfuge, I have proposed an entirely EGU free (or at least from the game mechanics point of view) version of Subterfuge. That is, 1v1, all outposts arranged in lattice formation on the surface of the torus (which is the 3D representation of the map btw, not a sphere). All specialists choices are the same per hire for both players.
However, if we are talking about navigators, they have no form of EGU whatsoever (apart from the hiring process, in which you may not be able to hire a nav/pirate at the same time that they do). Therefore, don't call it unpredictability, it should be called either 'an advantage based on the EGU of the hiring process" or "the strategy of a skilled player". If you are good enough, you'd be able to, for the most part, predict where that navigator is going to go, although you may realise that you can't do much about it because alerting your opponent to the fact that you know his plans will cause him to change them. In this case, you'd call it the former name: a disadvantage based on EGU.
So basically, what I'm saying is that the navigator is not unfair in itself, but that the reason we think it's unfair (or unpredictable) is because of unequal hires. And that's all part of the game (at least, for now).