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Fun Hypothetical II: what free Special Ability would you choose?

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  • Fun Hypothetical II: what free Special Ability would you choose?

    So I have always been intrigued by the Pirates getting the free Special Ability of the Marine Detachment, and all that this then offers to either an AI or human led Pirates Faction. This then got me to thinking about what would be the best Special Ability to give to various Factions.

    Here is the pertinent section from the alphax.txt file that includes a brief description of the ability:


    #ABILITIES
    Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
    Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces
    Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
    Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
    Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
    Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
    Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
    Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
    AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
    Comm Jammer, -1, Subat, ECM, 000010111001, +50% vs. fast units
    Antigrav Struts, 1, Gravity, Grav, 000000111001, +1 movement rate (or +Reactor*2 for Air)
    Empath Song, 2, CentEmp, Empath, 000010001111, +50% attack vs. Psi
    Polymorphic Encryption, 1, Algor, Secure, 000000111111, x2 cost to subvert
    Fungicide Tanks, 1, Fossil, Fungicidal,000000010111, Clear fungus at double speed
    High Morale, 1, Integ, Trained, 000000001111, Gains morale upgrade
    Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
    Clean Reactor, 2, BioEng, Clean, 000000111111, Requires no support
    Blink Displacer, 1, Matter, Blink, 000000001111, Bypass base defenses
    Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
    Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
    Nerve Gas Pods, 1, Chemist, X, 000011001101, Can +50% offense (Atrocity)
    Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
    Non-Lethal Methods, 1, Integ, Police, 000000001001, x2 Police powers
    Slow Unit, 0, Disable, Slow, 000000111111, -1 moves
    Soporific Gas Pods, 1, Bioadap, Gas, 000001001101, -2 Enemy morale vs. non-native
    Dissociative Wave, 2, CentPsi, Wave, 000000111111, Fizzles special abilities
    Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
    Fuel Nanocells, 1, MatComp, Nanocell, 000000111100, Increased air range
    Algorithmic Enhancement,1, NanoMin, Enhanced, 100000111111, Halves probe team failure


    Of course some of the Special Abilities automatically disqualify themselves: no one would want the free "Heavy Artillery" ability, nor would the "Heavy Transport" ability be something anyone would wish for if they could only choose one. However the rest of the SA's, under varying circumstances, can be extremely useful! If I could only choose one for a Faction (AI or Human led) why I guess I'd choose Clean Reactors, simply because I could then pound out tons of units without ever incurring a support penalty. A close second would be a Cloaking Device, but of course that only works against Humans.....

  • #2
    either super former or clean
    if you want to stop terrorism; stop participating in it

    ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

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    • #3
      Either super former, drop pods, or maybe amphibious pods...

      I'm a terraforming nut.

      Drop pods help me get those colony pods where I want them. (or do they require an Aerospace facility?)

      I generally like being able to attack from the sea with land units.
      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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      • #4
        Clean reactor is, of course, extremely useful. Other possibilities are those that increase mobility: drop, antigrav, and to some extent amphibious. Non-lethal methods are potentially useful for non-marketeers, and dissociative waves could be very nice on some factions such as the Cult (mind worms not encumbered by trance!).
        "Cutlery confused Stalin"
        -BBC news

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        • #5
          I haven't played long enough to get to graviton techs for ages, what do anti-grav struts do? Can they give infantry two movements AND two attacks?

          +1 movement formers, rovers and probe teams sounds good to me. Just think of the momentum rush you could have with that.

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          • #6
            Superformer automatically trumps fungicide tanks, and who would want "show?"

            My pick is probably superformer, followed by clean.
            (\__/) 07/07/1937 - Never forget
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            • #7
              Give me Nerve Gas and you won't even get to your "clean", "drop", "super former" or even less "antigrav" abilities!
              -- What history has taught us is that people do not learn from history.
              -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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              • #8
                Hey Darsnan, you got a good idea for interesting game!

                Just ask each player which special ability additionally to his faction traits he would want (IIRC all factions have less than 8 slots, so one is free).

                I'd sign for a game where I have ability to have X after HEC.
                -- What history has taught us is that people do not learn from history.
                -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

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                • #9
                  I'd take slow units!

                  Antigravs if you're giving them away without prereq. Otherwise trance = neural amplifier, which means my builder tendencies are less vulnerable to that pesky planet.
                  #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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                  • #10
                    I think free empath would be better than free trance. You don't get energy credits from defensive battles with worms as far as I can tell. Free empath would wipe out the free market penalty allowing you to get those credits.

                    Free soporific gas pods are also tempting. 2 morale levels is the same 50% bonus as nerve gas gives except against bases with creches and without the atrocity.

                    If it's any ability from the start I'd have to choose antigrav struts for what they do to mobility, especially air mobility, but if I had to wait for the tech it's not going to take effect early enough to matter.

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                    • #11
                      Super-Former no doubt about it, combined with WP it would be utterly awesome for getting nearly all terraforming done so quick it wouldn't be funny.

                      Close second is antigrav struts, again for the formers and pods to save turns (and rover rush if somebody is close)

                      Clean and non-lethal would be beneficial but can be worked around. A fun notion would be to use drop-pods and not build any roads - imagine trying to move through an enemy territory covered with forests while he just constantly jumps around and then surrounds you.
                      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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                      • #12
                        Clean, without question. It's ubiquitously useful, can be got relatively early in the tech tree, and can wind up saving tons and tons of minerals.

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                        • #13
                          Free AAA or Jammer would definitely be worthwhile. If the associated tech comes with it Superformer would be better.
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                          • #14
                            Clean - superformer. Big question, and then not. From a starting point the clean are ceartainly the winner.
                            With or without religion, you would have good people doing good things and evil people doing evil things. But for good people to do evil things, that takes religion.

                            Steven Weinberg

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                            • #15
                              clean reactors. I'm a clean freak, what can I say.

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