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  • #46
    Oh, and here are links for more info about RoN:

    Apolyton RON section

    Big Huge Games site

    Rise of Nations Insider
    I watched you fall. I think I pushed.

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    • #47
      SMAC2 addies

      I think, from a military perspective, that minefields are a must: give all units the ability to plant minefields (in "X" number of turns), and have the "minefield attack" equivalent to an arty barrage for all enemy units transgressing the mined square. A game I used to play, "Deadlock" had this capability, which I found rather neat. I'd also like to see the ability for military units to "Dig in". Say you have a long border with a questionable neighbor, and want to garrison troops at specific locations along the border in case of intrusion. In the Real World, these troops, given time, then prepare defensive positions, enhancing their defensive capability. In game simply have a command for units to "Dig In", with X number of turns to accomplish this, with an added defensive bonus as long as they stay in that location/ square. Also, concerning cities: since the populace has the capability to riot, and in some instances even defect, why I would think that they might also have the opportunity to actively participate in a battle for their city: make it a function of the attacking enemies Social Choices, as well as what, if any atrocities have been committed by the enemy. On a sliding scale, if the resultant equation equals zero, then nothing happens. If the sliding scale ends in a positive, the populace might actually welcome the invaders, and participate in the expulsion of their current overlords (i.e. increased drone activity). If the sliding scale results in a negative, then an additional unit, representative of the level of negativity "felt" by the city, would be generated, to represent to citizens desire not to be conquered by this specific enemy.
      Finally, from a CMN's perspective, the option to unlock a PBEM game at any given point and take control of one or all AI's, with the idea of tweaking it on one turn to compensate for/ counter directions the humans (or other AI's) have taken in a game. Say with this function a game is set up with the agreement that the CMN will take control of the AI's for one turn at 50 years, 100 years, 150 years, etc., and give them a tweak (i.e. prototyping certain units for the AI, giving the AI's certain SP's to compensate for specific human thrusts, compensating for unexpected AI blunders, etc.) IMO, it would add yet one more layer of intrigue to the game!

      D

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      • #48
        SMAC2 Premise

        So has anyone given much thought to the premise for SMAC2? I just had a really neat idea, that I thought I'd share: essentially the humans, after conquering the Usurpers and Guardians, find on Nessus the wreckage of one of the alien's spacecraft, complete with the aliens "warpdrive" (or whatever you want to call their FTL technology), as well as their Star Charts, which designate a large part of the galaxy as far as the "habitable" Solar Systems are concerned.
        SMAC2 would start out in MY2500 with the still factionalized humans launching FTL "Colonyships" to specific Solar Systems with certain attributes. So instead of choosing the attributes of Planet while setting up the game, you instead go thru the screens necessary to choose the attributes of a desired solar system, with all of the desired parameters of the planet(s) represented. Planetfall then occurs, but lo and behold, your not the only species to colonize this planet! Other aliens/ human factions have also decided to colonize this specific Solar System, and now, once again, conflict will eventually arise!
        The Marketing tie-in here is that while the game is being developed by [ Insert desired software company name here] , they publish a website with a matrix asking for fan feedback as far as the attributes of the various Solar Systems/ Planets the fans would like to see in the base edition of the game. The Software Company also establishes a matrix asking the fans to generate a whole host of alien species to populate all of these new solar systems with. The Marketing Team then generates a thread asking the fans to choose the best of these "species" (i.e. Factions) to include in the base edition.
        Thoughts?


        D

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        • #49
          I've never been a huge fan of sequels (WarCraft II being the obvious exception).
          Everything changes, but nothing is truly lost.

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          • #50
            SMAC is already a sequel of a sequel...

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            • #51
              Originally posted by Alinestra Covelia
              I loved the storyline of SMAC.

              I believe that the success of SMAC's storyline is one of the largest obstacles to a successful SMAC 2. After all, what storyline could you come up with to better that?
              The storyline of a publisher making BIG bucks with SMAC2 I guess ?

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              • #52
                That's really nice but I prefer the story of a SMACfiction writer making BIG BUCKS with a SMAC fiction first novel
                "lol internet" ~ AAHZ

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                • #53
                  AC - you should do it! I'd buy YOUR book in a heartbeat! But, please don't make it as pedantic as Mr. Ely's trilogy. It had moments of brilliance, but (in my opinion) was flat and betrayed the essence of the rich SMAC characters in the 3rd book (only Santiago stayed true - went down fighting!).

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                  • #54
                    Funny you should mention that. I pedantically made sure that my fiction work actually conformed to Ely's works (at least, those that were available when I first got SMAX... which was all of one online story and maybe half a chapter of his later ones).

                    I hear that the Chairman gets whacked in the trilogy. One of the reasons I didn't particularly want to read it any further.
                    "lol internet" ~ AAHZ

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                    • #55
                      Originally posted by Hydro

                      Oh, one more thing that has always bugged me: SMAC ignores the conservation of matter. Think of it – when you terraform, where does all that dirt come from or go? Hmmm?
                      It is converted directly to energy (heat), which raises the global mean temp of Planet & causes sea levels to rise.

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                      • #56
                        I think that a SMAC/X based on the new Civ3 wouldn't be so bad actually...if you get to spend time with Civ3 you will find that although it is much harder, the challenge is greater for those of us already playing SMAC/X at the highest level.

                        I'd really love to play the new version of SMAC/X with the Civ3 engine...some pluses and minuses but overall i'm sure it'll be a good game and highly extendable...like custom maps, scenarios like in Civ3.

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                        • #57
                          I like the return to earth idea with a bit of a twist.

                          Perhaps the transcendence of human beings on Planet provokes some kind of conflict with a newly unified Progenitor fleet, and perhaps other alien races. After a long struggle, the transcends lose. Either fleeing the alien onslaught in badly damaged vessels, or exiled in shoddy transports, the remaining humans return to a devastated earth. There, they gradually piece together the final moments of the human race, and maybe even discover a newly evolved form of life...
                          "Beauty is not in the face...Beauty is a light in the heart." - Kahlil Gibran
                          "The greatest happiness of life is the conviction that we are loved; loved for ourselves, or rather, loved in spite of ourselves" - Victor Hugo
                          "It is noble to be good; it is still nobler to teach others to be good -- and less trouble." - Mark Twain

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                          • #58
                            SMAC2 does not need to expand the story after trancendece, I think it should be like Civ2 was to the original Civ. Improved Graphics, improved AI, new tech and wonders, and a load of other goodies, etc. Nothing so revolutionary as to leave people un familier about the game out of it.
                            Proud member of The Human Hive, working for a better future on Chiron, today!

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                            • #59
                              Re: SMAC2 addies

                              Originally posted by Darsnan
                              I'd also like to see the ability for military units to "Dig in".
                              The "F" key in SMAC.

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                              • #60
                                Re: Re: SMAC2 addies

                                Originally posted by Finarfin


                                The "F" key in SMAC.
                                Heah Finarfin,

                                the "F" key is for Long Range Arty Fire. I also looked at my manual just to make sure that I hadn't missed the "Dig In" Command, and I do not see it. FYI.


                                D

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