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Rebalancing the factions with standard SMAX rules

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  • Rebalancing the factions with standard SMAX rules

    I'm sure this topic has been done to death but I would like to re-open it just to see if any new ideas have surfaced. I'll just be posting my general view of the ability of a faction to win and then some of my ideas on bringing the laggers up to par.

    Morgan- Weak but with some incredble tricks.
    Hive- strong
    Gaia- weak to average
    Uni- average
    Believers- v. poor endgame but otherwise a strong if somwhat offbeat option
    PKs- Just fine.
    Sparta- weak to average.

    With the exception of the good Chairman, I'd say the original Smac factions are pretty balanced. I'd argue that all matchups across all maptypes average out as being won 5-5 or 6-4 between equally skilled players.

    CyCon- Strong
    Pirates- Another nonstandard faction. They're certainly average at the very least.
    Drones- Strong.
    Angeli- Bugged. Otherwise fine
    Cult- v. weak

    A group of strong factions, balanced between themselves (except for the cult) but degrading several original Smac factions.


    Some changes that could be made:

    Cult:
    -possible improvements include +1 police, impunity for Green or all units gain empath song with tech discovery. The general aim of these improvements would be to make Police state/green a very viable option for the cult. With worms doing double police duty early game wormfishing could provide a police force to ignore drone control facilities and take the edge off of -1 econ and industry. +3 police with Police state would give the police effect doubled. See where I'm going with this? Nice to have but hardly making him a Yang. The impunity to Green or robust growth would just be increasing the viability of policestate/green.
    I wouldn't be surprised if Cult was still weak after that though and perhaps one of a morale/support/probe increase would be necessary but not necessarily fitting with faction personality.

    Sparta:
    Sandtiago is a definite contender and would only need the most minor of improvements to be average. I had three options to pick and choose from in mind.
    1. Free command centre on discovery of doctrine loyalty, maybe at the loss of 1 morale.
    2. Impunity Power - self explanatory. I never saw the Spartans as foaming at the mouth like the Believers or brainwashed like the Hive, but as highly trained and professional. A war faction that can go to war without a necessarily requiring war government would add variety.
    3: All units become trained with discovery of tech.

    I'm not sure how to buff Gaia or morgan. Maybe free biology lab on tech for Gaia? They're pretty worthless.
    I wonder if Morgan needs improvement. Humans seem to do well with him.
    Neither do I know how to pull the teeth out of Domai and Yang.
    I think the CyCon could happily lose one efficiency point and be brought down to peacekeeper equivalent.
    One interesting idea I heard for fixing the angels was robust probe, allowing them to run knowledge + covert ops centre and have +3 probe each base.

    Peaceful discussion please. The idea is to make weak factions better at what they do best and improving all factions rather than breaking them. Adding unusual functionality would be better than simply giving them industry increase.
    Last edited by Senethro; December 11, 2004, 22:53.

  • #2
    Re: Rebalancing the factions with standard SMAX rules

    My opinion on these ratings:

    Morgan- weak but with some modest tricks
    Hive- strong
    Gaia- average
    Uni- strong
    Believers- weak to average
    PKs- average
    Sparta- weak

    CyCon- strong
    Pirates- weak under most circumstances, occasionally strong
    Drones- very strong
    Angels- weak to average
    Cult- weak
    "Cutlery confused Stalin"
    -BBC news

    Comment


    • #3
      Maybe make Angels have +1 probe and free CovOps at start of game?
      #play s.-cd#g+c-ga#+dgfg#+cf----q.c
      #endgame

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

      Comment


      • #4
        Re: Rebalancing the factions with standard SMAX rules

        No offense, but I think you are way off on a couple of these. Now I only play single player, so these may need multi-play readjustments, I wouldn't know.....

        Morgan- Weak?? More like Strong. Try running Morgan under either Demo/Green/Wealth, or Fundy/Green/Wealth during war. Morgan is the only faction which can get the coveted +2 Econ, and a +4 Efficiency, while at pacifist-free war, also capturing worms. If you ask me, Morgan ranks right up there with Univ, Drones, and Hive.

        Hive- Strong, agreed.

        Gaia- Not weak at all. Their +2 Eff with the 2 nuts for fungus squares make them a expansion juggernaut. This is one of the few factions that doesn't seem to benefit from ICS that much. So spread out, but do it fast.

        Uni- Average????!!!!! Are you completely mad??? Next to the Drones this is the strongest faction in the whole game. I'd be willing to say THE strongest.

        Believers- Average in early game, weak closer to mid game. The only viable strategy I have found with this faction (other than getting lucky and landing next to a builder faction) is to build fleets of formers with the extra support.

        PKs- Perfect example of a base line faction, wonderfully/pitifully average.

        Sparta- I put them closer to weak than average....unless they get the CN and BF and start churning out 2 move cheap infantry by the dozens, then watch out.

        CyCon- Strong, agreed.

        Pirates- I say they are a weak faction, though I hate playing against them cause they are so hard to finish them off. I call em "the cancer" and tried to make a land based equivalent of them called "Planet Cancer", but it ended up being too close to the Gaians.

        Drones- Very Strong. There only draw back is technology, which can be stolen with probe teams which they make 20% faster than any one else.

        Angels- Average at best. Personally, I'd rather play Morgan and use the same probe rape tactics. I'd probably say a firm average if they weren't bugged. Plus I have read if you get the EG then the techs will roll in from other factions, but I have yet to see this happen. Maybe I was too far ahead in the tech race.

        Cult- VERY Weak. No argument here, these guys are as lame as their leaders name. If Psi combat were really expanded in SMAX, they would have been worth it. Instead they are hamper with BOTH Spartan and Hive weaknesses for what? Worm police?? They don't even get the Gaian 2 nuts of fungus bonus. Hay-Zeus! What were the developers thinking when they designed these guys? Really you could have an entire post dedicated to repairing this maligned faction.
        "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

        Comment


        • #5
          No offence taken, the whole purpose of this thread was to get responses and acquire more data. The best possible result would be that enough people respond so that a mod can be created that rebalances multiplayer to allow more factions to compete on the same level, but discussion is interesting nonetheless.

          What I would really like to hear are possible solutions. Here is a draft list attempting to move all factions to Uni level or just below.



          Morgan- Testing would be needed. If shown to be weak then 1% interest on banked money. (A dangerous proposition)

          Hive- Unchanged

          Gaia- Free biology lab on tech, for a small research boost because they lack free market and to repair native life faster.

          Uni- Unchanged

          Sparta- Impunity Power
          Power moved to Adaptive doctrine
          Units learn "High Morale" ability on discovery of tech.

          CyCon- Unchanged

          Cult- Alien artifact as free vehicle to use for an emergency prototyping to combat industry penalty.
          2 Fungus energy.
          Psi combat bonus of 20%
          +1 Police

          Pirates- All units gain amphibious pods on tech.

          PK, Believers, Drones- I've no idea how to change these without losing the SMAC feel to them. The drones are possibly the only faction needed to be rounded down. I think the believers might need to be rebuilt from the ground up with the intention of creating a faction with a Fanatic bonus that likes to use Fundamentalist gov. The PKs are so average that its impossible to change them without ruining them.

          Angels- As noone plays with them and they're hopelessly bugged they should probably be just left alone. If I was creating an entirely new game I would merge them with the PKs as they're both very average/flexible factions. A combined faction could probably compete with Hive and co.



          Assorted balance changes: Cut 2 movement points from Air vehicles.
          +1 movement for foils and +2 for cruisers.
          Carrier deck + deep pressure hull + repair bay moved to Silksteel alloys.

          Comment


          • #6
            Originally posted by Senethro
            Morgan- Testing would be needed. If shown to be weak then 1% interest on banked money. (A dangerous proposition)
            AFAIK, the minium interest is 5%. But I am telling you, Morgan is a strong faction, no changes needed. The Morgan faction is even currently on top in the ACDG.


            Originally posted by Senethro
            Gaia- Free biology lab on tech, for a small research boost because they lack free market and to repair native life faster.
            Gaians are also strong enough. No FM is somewhat made up for with the +4 Eff (100% labs/econ)


            Originally posted by Senethro
            Sparta- Impunity Power
            Power moved to Adaptive doctrine
            Units learn "High Morale" ability on discovery of tech.
            I think the Power should be changed to -1 industry and give Sparta immunity to Power. No one ever uses power, it needs a boost.


            Originally posted by Senethro
            Cult- Alien artifact as free vehicle to use for an emergency prototyping to combat industry penalty.
            2 Fungus energy.
            Psi combat bonus of 20%
            +1 Police
            2 Fungus energy wouldn't mean jack until late in the game (much like all their benefits. They should get the same 2 fungus nuts like the Gaians do. Even a mineral from fungus would off-set their early problems. A +1 Police wouldn't be a bad idea. It falls in line with the faction personality and would compliment the worm police.


            Originally posted by Senethro
            Pirates- All units gain amphibious pods on tech.
            This would make them a scary faction indeed


            Originally posted by Senethro
            PK, Believers, Drones- I've no idea how to change these without losing the SMAC feel to them.
            You don't, leave em alone, nothing wrong with certain factions being stronger than others


            Originally posted by Senethro
            Angels- As noone plays with them and they're hopelessly bugged they should probably be just left alone. If I was creating an entirely new game I would merge them with the PKs as they're both very average/flexible factions. A combined faction could probably compete with Hive and co.
            Angels are useful and competitive, and fun....they just need their bugs fixed.
            "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

            Comment


            • #7
              Do any other SE stats suffer from roll over bugs similar to probe? I'm trying to avoid adding new bugs.



              Livid: Duly noted.

              I think that morgan is winning in ACDG reflects more on Morgan players than Morgan

              Comment


              • #8
                Minimum interest is 1%, but explicitly granting 0 interest has the effect of +1 energy per base, put directly towards econ.

                Industry rolls over at values below about -7, not that you can reach that under normal rules.

                Remember what factions are in the ACDG:
                Morgan
                Deirdre
                Roze
                Santi

                None of these are particularly strong, so Morgan can do fine.
                "Cutlery confused Stalin"
                -BBC news

                Comment


                • #9
                  Also, you say make Angels robust probe. That forces a knowledge at roughly the same time as PSA, and the player should really be able to choose how he likes.
                  #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                  #endgame

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

                  Comment


                  • #10
                    The probe rollover bug and the inability to give too many social properties to factiosn is really starting to get to me.

                    Is there no way SMAX can be reprogrammed to accept more than 8 social properties or even just treat 4 probe the same as 3 probe?

                    I would be surprised if this hasn't been attempted before.

                    Comment


                    • #11
                      I don't know about the 8 limit, but it could be possible to poke around in memory if we had a skilled enough coder around. I had an email conversation with the person who wrote CSPL for test of time a while back, and I'm pretty sure it's more than I can chew. If someone wants to see it, I'll forward the email to you via PM.
                      #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                      #endgame

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

                      Comment


                      • #12
                        The 8 limit only applies to a subset of the available faction abilities, as explained at http://apolyton.net/forums/showthrea...hreadid=120098
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • #13
                          Yes, but I want to give more than 8 in that particular catagory. To fit +1 police, +1 fungus nuts, mins and energy into the Cult mean somethings overlap and are discounted. Theoretically, I could overwrite the free worm, Cent Eco and Social Psych and leave it to the CMN to manually add them to the Cult on creating the game. Do you think people would find that option acceptable? I'm not certain. For one, would that cause the cult to lose the automatic first worm capture? Would tech costs be affected?

                          Endgame: I'm no coder myself, but surely its just a question of changing a single field? PM me the email and if you ever find someone interested in playing about with SMAX I would be very interested to meet them.


                          (Would Police suffer from rollover with the cult? hypothetical benefit +1, Brood pit +2, Police state +2, thought control +2.)

                          Comment


                          • #14
                            a nice simple balance I found for cult was to change the free tech from social pysch to centi genetics. Gives them access to the Pholus Mutagen and all of your bases would get the free brood pit from the get go. Thats +2 police, and cheeper/stronger mindworms

                            Comment


                            • #15
                              The Pirates are by far the most overbalanced faction in the game, theyre unbeleivably strong, even the AI plays them well

                              how can people call them weak?

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