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  • #16
    Advanced Spaceflight or barring that Orbital Spaceflight. Dunno why, I think it's just cause I like the fact that I'm looking down at all the other faction members...
    Despot-(1a) : a ruler with absolute power and authority (1b) : a person exercising power tyrannically
    Beyond Alpha Centauri-Witness the glory of Sheng-ji Yang
    *****Citizen of the Hive****
    "...but what sane person would move from Hawaii to Indiana?" -Dis

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    • #17
      Originally posted by Darsnan


      Me, thats who! I'll take Quantum Machinery for my starting tech and just take those Tree Farmed bases of yours Ka Plewy, thank you very much!

      Regardless, even under a hypothetical situation as livid imp has proposed, that the game offers such a complex "Rock/ Paper/ Scissors" necessity in your decision-making scheme!


      D
      I agree on the rock paper scissors thing. On almost any choice, there is probably a couter that would be superior

      The tech that lets you transcend is an obvious choice Abesent that

      Well I would probably go for MMI-- A scout chopper is cheap and drop units and colony pods could mean much faster expansion and more mobile units. I would still be afraid of the guy with reactor 4 units though -- I would beeline to probe teams and pray I could probe one such unit away-- ( or steal the tech with a drop probe
      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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      • #18
        Tree Farms or Fusion or IA. Hmmmmm... Choices, choices, choices...
        "Close only counts in horseshoes & Fireball Spells!!!" From "Tangled Webs

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        • #19
          Originally posted by Flubber
          The tech that lets you transcend is an obvious choice Abesent that
          No, It would take FOREVER to build
          What type of idiot quotes himself
          -paramir

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          • #20
            I'm still saying Eudaimonia. All the techs you guys are proposing are useless on their own. Whats teh point of choppers without a gun? Or drop troops when you don't have borders with anyone and don't have crawlers to supply the extra minrows? Ditto treefarms, if you waste time building treefarms early then you're not expanding your colony and 3 maintainance is hellish expensive so you need a few pop to avoid going bankrupt.

            Singularity > fusion
            But even so, all that needs to happen for someone with singularity mechanics to lose the advantage is for one probe team to steal a unit. Hardly an uncommon occurance.

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            • #21
              Evironmental Economics for the tree farms.

              Eudaimonia for, well, eudaimonia.

              Or Centauri Empathy for the Empath Guild, in my opinion one of the essential Secret Projects.
              "I'm too young and too male to be the mother of a seventeen year old female me!"

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              • #22
                You know he asked what tech you'd want and not what facility. You'd still have to actually BUILD the tree farms and for a new base without crawlers it's way too long. Infact judging by most games people have got it so efficiently setup that by the time they get enviro eco thats the time they're ready to build the things (after fungus pops and such). So personally i wouldn't pick this tech.

                Give me singularity reactors on a tiny map, go go scout army of death !!!

                On a large map .. hmm .. the tech that gives you transcend specialists or perhaps the cloning vats and when you get IA cram everything into it and boom (granted not so important for factions that can boom, but for a Hiver)
                Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

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                • #23
                  Eudaimonia, I think. Especially as Morgan, since I usually beeline for FM. +5 econ by turn 6, anyone?
                  #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                  #endgame

                  Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

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                  • #24
                    [SIZE=1] or perhaps the cloning vats and when you get IA cram everything into it and boom (granted not so important for factions that can boom, but for a Hiver)
                    You still have to build the CV!

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                    • #25
                      Interesting choices as always....but why Singularity units? They'd be too expensive to produce. I don't even use them late in the game unless I'm building a particularly expensive combat unit. Fusion or even Quantam units would make more economic sense. Well, anyway, there really is only one way to find out.....play a game.
                      "They’re lazy troublemakers, and they all carry weapons." - SMAC Manual, Page 59 Regarding Drones
                      "Without music, life would be a mistake." -- Friedrich Nietzsche
                      "If fascism came to America it would be on a program of Americanism." -- Huey Long
                      "Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country." -- Hermann Goering

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                      • #26
                        Originally posted by Commy
                        You people are all stupid!!! Just choose Secrets of the Human Brain, then get Secrets of Alpha Centauri, then Secrets of Creation, then pick whatever tech you want...

                        Aside from that, I would have to pick Singularity Mechanics, mostly because of the cheaper reactors...a scout patrol could hold up against a impact rover...
                        No, your choices would all be the level one techs
                        I once was a slave to the Alderbaran 2 project!
                        Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
                        It's Nword like 'lord' and 'sword'

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                        • #27
                          For fun, I would take the tech for grav ships... quickly followed with terraforming and i'd have a jumpstart with my terraforming abilities...
                          I once was a slave to the Alderbaran 2 project!
                          Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
                          It's Nword like 'lord' and 'sword'

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                          • #28
                            Ooooh, gravship terraformers, interesting. Can they do coastal squares as well? Thats the sort of thing that might be fun to add to help boost a start in a PBEM.

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                            • #29
                              Originally posted by Senethro
                              Ooooh, gravship terraformers, interesting. Can they do coastal squares as well? Thats the sort of thing that might be fun to add to help boost a start in a PBEM.
                              In some of my later PBEM's I've started players out with Rover Formers and several Rover CP's to boost the early game.


                              D

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                              • #30
                                Wonder if a gravship former then can raise/lower a tile both on sea and land...
                                He who knows others is wise.
                                He who knows himself is enlightened.
                                -- Lao Tsu

                                SMAC(X) Marsscenario

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