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  • #76

    I kinda thought, after I posted it, that I missed what you meant. At risk of chewing up to my ankle and earning Dunce of the Day honors, may I assume you're hoping unit upgrading stays in SMAC2?

    I have never played any of the Civ series Should I, even though I am completely engrossed in SMAC? I ask because, other than SMAC, the only other games I play are categorically WAR games.
    [This message has been edited by gwillybj (edited April 11, 2001).]
    I am on a mission to see how much coffee it takes to actually achieve time travel.

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    • #77
      Here's a question, in my workshop I put a colony pod on a aircraft.
      What will happen? Will I be able to make an airbase?

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      • #78
        quote:

        Originally posted by gwillybj on 04-11-2001 05:42 PM

        I kinda thought, after I posted it, that I missed what you meant. At risk of chewing up to my ankle and earning Dunce of the Day honors, may I assume you're hoping unit upgrading stays in SMAC2?

        I have never played any of the Civ series Should I, even though I am completely engrossed in SMAC? I ask because, other than SMAC, the only other games I play are categorically WAR games.
        [This message has been edited by gwillybj (edited April 11, 2001).]


        It is safe to assume that I meant the upgrading stays in SMAC2, and I hope it is included in Civ3. While on the topic of upgrading there should probably be some restrictions on upgrading, in SMAC you are pretty free to upgrade whenever you want.
        How I think it should work is:
        You order a unit to upgrade, this could be done on a single unit "ctrl-U", all units "upgrade all". You can order a unit to upgrade even if it has already moved, and it can be moved after being ordered to upgrade. The actual upgrade doesn't take effect until the next turn, the unit starts the turn with the upgraded stats, and 0 movement points. The exception is units in base squares - assuming they havn't moved the upgrade is instant.

        On borders - It would be nice if borders were a bit more rigid, at a minimum so the enemy can NEVER steal resources from an existing base (ie older base gets the full use of all tiles in it's radius). Also some sort of minimum distance from the HQ. But the main thing is the enemy should never be able to steal the terraforming of an established base.

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        • #79
          ok, if we're evolving constantly dont you think future humans would look different. play areound with that. And also I think SMAC2 should have more space stuff. like theres three different windows and one is planet and one is space and one is earth or mars or whatnot. and the space one would be like, have you ever played simant, its the yard screen. you know its got the squares that you can move to to start a new colonie. well, that same idea exept make it all 3D and spiffy. i think that'd make the game so much better. thanx.

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          • #80
            quote:

            Originally posted by Paul Vella on 04-11-2001 08:42 PM
            Here's a question, in my workshop I put a colony pod on a aircraft.
            What will happen? Will I be able to make an airbase?


            No you can just make another land base with it...
            ... This body holding me reminds me of my own mortality...
            ... Pain is an illusion...

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            • #81
              or a seabase if it's over the ocean.. rright?
              Don't drink and drive, smoke and fly.
              Anti-bush and anti-Bush.
              "Who's your Daddy? You know who your Daddy is, huh?? It's me! Yeah.. I'm your Daddy! Uh-huh! How come I'm your Daddy! 'Coz I did this to your Mama? Yeah, your Mama! Yeah this your Mama! Your Mama! You suck man, but your Mama's sweet! You suck, but your Mama, ohhh... Uh-huh, your Mama! Far out man, you do suck, but not as good as your Mama! So what's it gonna be? Spit or swallow, sissy boy?" - Superfly, joecartoon

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              • #82
                quote:

                Originally posted by Iskandar Reza on 04-13-2001 03:59 AM
                or a seabase if it's over the ocean.. rright?


                Nope, tryed that already .
                ... This body holding me reminds me of my own mortality...
                ... Pain is an illusion...

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                • #83
                  Idea :

                  "Hormone Bomb"
                  built like a Planet-buster. An atrocity but not a major one. Destroys non-shielded ground units in its range (which is affected by the bombs reactor). Unshielded air units get -50% damage because they are in-the-air .

                  How do you like my development of your ideas? Your additions/changes?
                  ... This body holding me reminds me of my own mortality...
                  ... Pain is an illusion...

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                  • #84
                    I agree that improving AI is #1 concern and improving AI terraforming is tops within that #1. Also improving the AI's use of air and drop units.

                    I like Cybergod's suggestions for new techs and groupings of factions (human, robot, mutant).

                    But here's a practical suggestion for Fireaxis: Buy the Deadlock II engine from Accolade. I'll bet you could get it cheap. The perfect game would be a melding of Deadlock II with SMAC. Deadlock II has:
                    1. The 7 factions are separate species. They are animated head shots rather than static portraits.
                    2. Diplomacy can be non-aggression, share intelligence, share tech advances, or victory pact
                    3. You can present the order of your tech advances from screen that lays out the whole tech tree.
                    4. Resources are not per base but can be shared between bases. Moving food or metals between bases costs you money (which is not the same as energy). Transportation costs can be lowered by researching hoverway technology and later transporter technology.
                    5. You get two views: empire view and colony view. You select location for each base facility on the local map. These include 4 different defensive facilities.
                    6. Morale runs from 0 to 100 and drone riots are only one of the consequences of low morale.
                    7. There are more resources: iron can be refined into steel in factories (which can't be making weapons in that case), endurium to triderium, wood is needed for buildings, farms can make food or wood in any mix you choose. As technology advances, you need fewer workers to make resources and the buildings take less space. But it takes labor to do upgrades.
                    8. Best of all, combat model is far more complex. Accuracy counts as well as weapon and armor. Speed is also important, and is the major advantage of air power. Really cool is the fact that you get to see battles in real time, although the set up for the battles is trun based. In other words, you send you air and land movements to an opponents base, hit end turn, and then see a re-enactment of the battle at the beginning of your turn. How many times in PBEWM games have you wished you could see what was happening to your precious units?
                    9. Online multiplayer that really works.

                    By rebuilding SMAC on the Deadlock II engine, all of this could be ours! Cheap!!


                    ------------------
                    Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
                    http://guild.ask-klan.net.pl/eng/index.html
                    Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
                    http://guild.ask-klan.net.pl/eng/index.html

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                    • #85
                      Another nice feature: you can transfer resources to any other human or AI faction for an agreed upon price.
                      Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
                      http://guild.ask-klan.net.pl/eng/index.html

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                      • #86
                        The toop movement, the blinking units, the unnatural movement of the map, no units animations... all this stufff gives me VERTIGO!

                        Try to polish that stuff a little...
                        Ah... and maybe less mind worms!

                        /me is a newbie, anyway ;-)

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                        • #87
                          One thing I would like to see in regards to combat is a different take on weapon and armor. If the weapon has lower power than armor, the attacker shouldn't be able to hurt the defender. If the weapon is as high, or higher than armor, the battle should be resolved by comparing weapon vs weapon.

                          Because this seems to be the way everything is heading in modern warfare. Armor is good for protecting against shrapnel and small arms, but it's not used for actual defense when attacked by similar machines as the one you're using. Although, maybe accuracy and speed is more important once it's been established that you can't afford to let your armor take the hit, just as long as your own weapon is able to penetrate your opponent's armor.

                          The way I see it, the weapon and armor values are leftovers from Civ, where it was indeed true that some ancient units were better at defense, while others excelled in offense. But in SMAC, everyone is shooting stuff at each other, and to me it makes more sense to defend a base by taking cover and aim your big Chaosgun at the invaders rather than standing there claiming that your personal bodyarmor will be so effective that the enemies will exhaust their energy supplies trying to get through it. "And then I'll just walk right up to them and shoot them with this handgun." Really? Come on...

                          Just look at the Riflemen and Alpine Troops from Civ. They have close to the best defense out there, and it doesn't come from bullet-proof vests. Sure, Mech. Inf have even better defense, but that's basically riflemen in armoured cars. They get their good defense from being able to get quickly and safely to the right position for shooting at their enemies. The best defense is a good offense, and that applies on the tactical level as well as on the strategic level.

                          But maybe SMAC's ancient view on this issue is an attempt to create that special sci-fi feeling, like the WW2 style dogfights and battlestations in Star Wars? Still, even in Star Wars a good offense was a better defense than personal body armor. Ask any stormtrooper!

                          RGE
                          I'm a slacker, hear me snore...

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                          • #88
                            I would like to see much more comprehensive customization of combat units - what's with this two abilities thing? We should be able to add as many abilities as we think is financially reasonable, especially since only one item can be produced at one time. Also, unit icons should better represent their abilities.

                            On that note, the ability to add "production lines" to cities is something to explore. Maybe for each "factory" you build, you can produce one thing. Then, perhaps facilities like the genejack could be specific to each "factory," so they had variability in high-end output, low-end output, pollution output, and worker unrest.

                            This would have to go along with a modification to the mineral-to-ecodamage system or relationship, with perhaps pollution-mitigating enhancements also specific to production lines. X minerals in a base = X pollution = X chance of negative consequence is overly simple coding.

                            I'd also like combat to play out in a separate, turn-based, animated action format, perhaps like Heroes of Might and Magic 3. That way, how you guided troops on the battlefield and used their abilities could affect how successful you are in war.

                            I would like to see terrain improvements proceed by upgrades - no building a forest only to replace it with a borehole later, even if you do get some minerals for chopping it down. For example, I'd like to see primitive farms go first, then get successively upgraded by say, crop rotation, fertilizer, greenhouses, etc., so the food count goes up. I'd also like to lay that farm anywhere, say, on rocky terrain, even if it won't effectively produce food at that time. I could then use a terraformer to level the terrain (pull out rocks), later. This would mean people could lay out their basic improvements in the proper patchwork within the base's production radius with more attention to how it needs to look by the late game (boreholes can't go next to each other, two condensers next to each other can be redundant, etc.) It would help save time. You could plan for the desired number of citizens and lay down the appropriate farms more easily. The same goes for industrial/energy output planning.

                            I would love the AI to stop building bases with production zones that overlap yours. Those bases aren't even worth conquering and holding if too many squares overlap.

                            On that note, it would also be nice if there was an alternative to the current way of destroying a base - say forcing the population to migrate into your cities. That way, you aren't always staring down the barrel of an atrocity just for not wanting to holding an underdeveloped enemy base. They could show up as unhappy drones in that city (or those cities) until they assimilate, and the conqueror would need enough food to support them. That way, you could demolish the base itself without committing genocide.

                            The AI seems to be able to declare vendetta from a truce state without losing reputation. Maybe I'm wrong about that, but it would be nice to not have to choose a truce in negotiations. When asked to sign a treaty, the player should be able to say no without committing to an armistice.

                            Also, the AI can threaten you specifically when you try to build a base in their territory. Players should be able to do that too, not just when the AI sends any unit into a player's territorial boundary.

                            Military units should be supported by a combination of resources (food, minerals and energy for eating, repairs and fuel). Support costs should increase with distance and be mitigated by transports. Maybe a military supply crawler unit could be devised. Maybe morale should also be affected by deep penetrations into enemy territory. Essentially, a logistics train should be more realistic and integral to a military campaign.

                            Redundant facilities should be allowed and be arithmatically effective. Three network nodes or energy banks in one base should increase research or the economy by triple the appropriate factor. Maintenance costs should increase to reflect that and be the major incentive to build more sophisticated facilities. Perhaps each "level one" facility could have a "level 2" upgrade.

                            That's my $.02 + $.02 + $.02 ....

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                            • #89
                              I have about $.06 more. (Preface: I realize these next ideas are probably beyond the ability of current computer systems to handle - too hardware intensive. They would make for a great game, however.)

                              No more mandatory retirements. Players should be able to continue for an infinite number of game turns. If the computer's hardware gets overtaxed, the game could give a warning every few turns and the player could decide to quit or go on.

                              The city views shouldn't be single screens; they should be views of cities. A different toolbar should pop up with the new map after you click a city's icon on the main planet map. That way, you open a Sim City-ish view (like the game by Maxis) and plop down an improvement based on available resources or give an order to a factory to construct it. The first method would make production more like Sim City, the second more like Masters of Orion 2. This goes along with the production radius of a base being inviolate (and base production zones should be a full square, not the cross-shape they are now). You could see farms, boreholes and other enhancements only when you clicked the city icon. Within the city map, perhaps, maybe the production radius could be handled with zones, like they are in Sim City. You could zone for a farm, mine, or what have you in the city map, then set citizens to work within your city. They would prepare the terrain, build the improvement, then work it. Perhaps terraformers, as they are now, could work only outside of cities on projects like roads between cities, sensor arrays, bunkers, airfields, military refueling and repair stops, automated defenses, offensive minefields and so on. A separate zone would be available for placing factories and research centers. Maybe a space limit could be an incentive to force the construction of more sophisticated facilities - research hospital vs. network node, for example.

                              My final $.02 is to have the war on Chiron, with the discovery of space travel technology, extend to colonization and conflicts on other moons and planets in the galaxy or even other galaxies. You could have a universe map where the factions move to planets all over the Milky Way in the quest for resources and dominance. This would make the game much more open-ended (and a little more like the concept behind MOO2). Of course, the computer would have to handle the individual city maps, universe maps, a whole set of starship units, planet maps and combat maps (if all these ideas were implemented). It's probably too much for current computers. Therefore, players should have the option to restrict the game to one planet to save on hardware demands if they want. However, imagine intercepting a hovertank assault with star-destroyer type orbital bombardments. How cool would that be?

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                              • #90
                                Ok here I go again.

                                I don't think secret projects should be restricted to the first faction that builds them. It makes no sense that only one faction per planet can construct cloning vats, a cyborg factory, empath guild or a Xenoempathy dome. In fact, it makes more sense to have the building cost reduced for each successive faction that builds it, since the technology is more common. Perhaps the ability to build a project for the second time would depend on a successful probe team action against the base containing the project (to steal the plans).

                                It also seems absurd to assume a project can't be rebuilt once destroyed. Oops - our cloning vats broke, and now no one remembers how to build another one? Come on.

                                Another way to handle projects is to perhaps treat them as high-powered, expensive base facilities. A weather paradigm helps formers from that base, etc. Some would have to be redesigned, but most would still make sense to build.

                                I'd also like to see the ability to switch a unit's home base with a right click and something like the Go-to-base menu, without having to drive the unit into the base in question. This would save a lot of time, especially when reassigning crawler production.

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