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Author Topic:   Special Abilities that are never used
The Doc posted 04-28-99 03:16 PM ET   Click Here to See the Profile for The Doc  
With only two special abilities max, I find that there are some that I just NEVER use for any custom units. Does anyone feel that some of them are pretty worthless? Specifically:

1) Moral upgrade - there are much better ways to do this.
2) x2 cost to subvert - doesn't seem worth it. They still won't be immune.
3) x2 police powers - again, doesn't seem worth it.
4) Free support - This one can be somewhat useful, but doesn't seem "good enough" to be taking up one of the two SA spots

I can't think of the others right now. My point is, they should do something to make some of these more attractive and useful, maybe like combining #2 and #3 for example. Even if they didn't add to the cost of the unit, these don't get used because the other SA's are usually more important. Anyone agree?

woodelf posted 04-28-99 03:20 PM ET     Click Here to See the Profile for woodelf  Click Here to Email woodelf     
I actually like the clean reactors for my garrison troops, but I agree with the rest. Maybe it should up to 3 or 4 slots open as technologies are learned?
Xerxes314 posted 04-28-99 03:23 PM ET     Click Here to See the Profile for Xerxes314  Click Here to Email Xerxes314     
I think you have to use these on a situational basis. They probably aren't useful all the time (or even most of the time), but suppose you were trying to take a bite out of Morgan's empire w/o the Hunter-Seeker. That x2 to subvert could sure come in handy.

Well, it's possible, I guess. Actually the only one I've ever used is the x2 Police, which is good for my AAA Garrisons. They don't need extra abilities, because there will always be another garrison providing overlap abilities: one trance, one ECM, and one AAA. You can afford to waste a slot under those circumstances.

Bingmann posted 04-28-99 03:31 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
Morale upgrade and x2 subvert cost are probably much more useful to the AI than to the player.

Funny, the only special abilities I use are x2 police and no support. The x2 police ability allows me to never have to build anti-drone base facilities, and the no support ability lets me go into full war production without it tapering off as I get more and more units. I don't need the defensive special abilities since if I'm fighting, I'm doing the attacking. Maybe I would use some of the later special abilities, but my games usually end shortly after the discovery of air power.

Bing

Frank Moore posted 04-28-99 03:35 PM ET     Click Here to See the Profile for Frank Moore  Click Here to Email Frank Moore     
I use both non-lethal methods and clean reactors quite a bit. If I'm playing as a police state, I find the x2 police extremely useful. I don't use the x2 to subvert or the morale upgrade at all though.
Al Gore Rythm posted 04-28-99 04:49 PM ET     Click Here to See the Profile for Al Gore Rythm    
Methinks this is just your own point of view, I use three out of four of those quite liberally.

"Morale upgrade - there are much better ways to do this."

Untrue, amigo. What if I don't have that critical Command Center or Command Nexus at my fledling base, but still need a unit who's up to speed in morale? Furthmore, it's quite hard to start churning out units fresh as Elite. Slapping High Morale on your backbone units may save you from having to kick into Fundy/Power during war.

"x2 Police powers - again, doesn't seem worth it."

Well, you can remain your tree-hugging, planet-saving, democracy-loving self. I prefer to use Non-Lethal quite liberally. I can turn those regular units into virtual recreation commons. And with a high enough police rating (+3, I believe) I can turn each and every unit into TWO rec commons. If that isn't worth it, buddy, I just don't know what is.

"Free support - This one can be somewhat useful, but doesn't seem "good enough" to be taking up one of two SA spots."

Why are you so concerned about SA spots? I make regular police drones who just have Non-Lethal methods and are there for nothing more than to suppress drones. I think your problem may be that you try to make Uber-Units that do everything.

I use Clean Reactor all the time. Even if I can get into the critical +3 (or +4, whatever) Support I still can't upkeep unlimited units for free. But if I use a Clean Reactor, I can. It's great to slap a Clean Reactor on cannon fodder cheap units and then make them en masse when my big production cities have nothing better to do.

Darkstar posted 04-28-99 05:08 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
The only special abilities I use are: Clean, Police, and an occasional Trance, AAA or Nerve Gas. Formers get Super Former when available. I wish CLEAN was a reactor special mod so I could build Clean Police AAA when under air attack, and Clean Super Trans Formers. Clean should be a check box or something for reactor type. If you let the computer automatically design units for you, it will occasionally design a clean PB or Conv. Missile. I would like that option... What is so special about a cruise missile that it can't be clean? Maybe a PB needs special care, but aside from downloading a data map to the cruiser, it ought to be able to sit for decades without anyone having to maintain it. We do that now with OUR missiles. Its just ordanance. Store and Forget!

Specials I never use tend to be everything else, especially the "x2 to subvert". If I need that, I should be doing something else against Morgan. Like Killer Fodder - Killer Fodder - Basic Defender stacking...

-Darkstar

Smeagol posted 04-28-99 05:54 PM ET     Click Here to See the Profile for Smeagol  Click Here to Email Smeagol     
I have to disagree. I use clean reactors all the time, and if you play demo/free market this becomes necessary.

Non-lethal methods can be useful to any power using several police units, obviously. With that and a +3 police, you can suppress 9 drones.

I use the morale upgrade early in the game when few special abilities besides it are really worthwhile, because I love those elite units it provides in combination with a command and bioenhancement center.

Schoop posted 04-28-99 07:54 PM ET     Click Here to See the Profile for Schoop  Click Here to Email Schoop     
I use a lot of them. As soon as I get Trance, I almost never build another unit with no special abilities. My bases usually have one unit with ECM Trance and another with AAA Trance defending. I find Non-Lethal a tremendous boon in the midgame, when my cities are getting huge and I'm running out of facilities to build to get rid of Drones.
I almost never use Empath, though. As soon as I found out you couldn't use it on a unit with Psi-Attack, I said "Screw That! The Morale upgrade is better..."
The Doc posted 04-28-99 08:58 PM ET     Click Here to See the Profile for The Doc    
Ooh, sorry for double-posting.
I didn't know there were so many people out there that DO use these special abilities. My units are always busy with Hypnotic Trance or AAA or something else that affects only attack or defense that I usually forget about the rest. I think it's because when it comes to making units, I'm a minimalist (I try to make as few as I can).
Oh well, maybe I'll try them out. Al Gore: I still think moral upgrade is a waste. Take a trained unit with you when you start a city. Those SA spots are precious and I wouldn't use one just for a 12.5% increase (maybe if it was a +2 Morale [25%] upgrade).
JAMiAM posted 04-28-99 09:10 PM ET     Click Here to See the Profile for JAMiAM  Click Here to Email JAMiAM     
Open question for all of you upgrade specialists:
When you build a scout unit with morale special ability, does it keep the heightened morale level when you upgrade it to something else? Like a ECM,AAA Probability Garrison, for example.

JAMiAM

Al Gore Rythm posted 04-28-99 10:31 PM ET     Click Here to See the Profile for Al Gore Rythm    
Doc:

I still disagree, while it may be a waste if you're Spartan with Fundy/Power or have the Command Nexus or Cyborg Factory, it is not if you want to keep high morale while still maintaining a (relatively) peaceful SE set.

Also, you are vastly understating the power of morale. While all the morale modifiers up to Commando have a +12.5%, do not forget that when you kick into Elite you get that invaluable +1 movement point.

Also, Doc, I totally disagree about SA spots being precioucs. Mostly because you can make as many unit types as you want. And in actuality, having more units is more efficient (and if I'm not too off, about the same price) than having mega units.

Lots of people like to make AAA Hypno Trance Mega-Armor Infantry. Why? If I get attacked by any one of those three (psi, aircraft or regular,) not all of the special abilities will go into play. And if that one mega-guy dies than I lose the ability to defend against all three. If you make a Hyno Trance Infantry, AAA Infantry and a Mega-Armor Infantry you will have a unit to fight against each one of those threats. If it dies, the defenses against the other types is not compromised. All three have more hitpoints than the one. And are cheaper to make quickly.

Of course, I am highly lenient towards using an excessive component-style play.

Jam:

Yes, this is another reason why High Morale is a good choice for cannon-fodder troops that you plan to upgrade later.

eNo posted 04-28-99 11:22 PM ET     Click Here to See the Profile for eNo  Click Here to Email eNo     
Free Support and Super is best for formers. I don't use Morale upgrade though.
JAMiAM posted 04-28-99 11:30 PM ET     Click Here to See the Profile for JAMiAM  Click Here to Email JAMiAM     
Al,

Thanks for the feedback. I thought as much, but never actually tried it. I usually play pretty peaceful games until the rest of the world is insanely jealous of me. By that time I can usually outproduce or out buy just about everyone, including Yang on TI. At that point I don't see the point of the scout upgrade technique when I can pump out AAA,ECM Prob/Neut Garrisons every 2 turns and stick them into Tachyon, Aero, Sensor protected bases.

cousLee posted 04-29-99 04:18 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
The only time I use "trained" is on prototypes, they get +1 for being a proto anyway, and with the SA trained, it is even better. Otherwise I build with other SAs. for police units, 1-1-1 police does the job, and they are cheap units. i don't use my police units for defense, that is what the 1-best-1 AAA/ECM and 1-1-1 Trance units are for. 1-1-1 drop police are great for captured bases to quell the drones. I used to use clean alot, but now I only use with formers for the most part. I tend to allow 0-SA for rover units, 1-SA for infantry, and 2-SA for ship and air units. of course there are exceptions to the rule. also any "free" SA are always a good second choice. of course the downside to specializing is new reactor technology. Geez, can you say "hours in the workshop" ?
MoSe posted 04-29-99 06:39 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
What can I add?

AlGoreR: you're right, of course, you must be able to face the higher support costs, maybe not too early in the game.

Clean Reactor: TIs know that this is one cornerstone of "army laundering".

More SA slots? Why don't we ask for maxing all Faction mods in the .txt files? The fun is in choosing the right tradeoff, or the one that fits you, otherwise UW would be really a bore.

How much do you all use artillery? I always keep couple of designs in my portfolio, but never really find the time to actually produce'em, there are always higher priorities pressing. And I use the bombarding embedded in sea units when I can.

I'm trying to make an exhaustive listing of ALL possible units. Something is wrong with the datalinks units cost formula.

(am I kidding? who knows...)
MariOne

Aredhran posted 04-29-99 06:55 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Mose,

When lauching an assault, if you have a few artillery units to back-up your conventional troops (and I'm talking pre-air-power here), you can really get an edge against a heavily defended enemy base.

In my current Turbaned-Arse game: I'm fighting the Spartans, and want to capture Fort Liberty (why, because it has the Virtual World). Corazon know this of course, and the city is heavily guarded: three 1-3-1 sentinels (hardened), one 6-3-1 infantries (vet), one (6)-1-1 arty and one Missile Interceptor (which does not really matter since my first bomber prototype is only being built now - I stole Air power from her). I have a base not too far away (5 squares, connected by road), and gathered my forces for the assault: 2 elite probes (to destroy the perimeter defense), 4 (6)-1-2*2 arty speeders, 4 6-1-2*2 attack rovers, 2 mind worms (boil level) and 1 backup elite infantry 6-3-1.

My first artillery duelled the Spartan's and destroyed it, then the next three bombarded the city - all defenders were reduced to 50-70% hit points, so my rovers had an easy task destroying them.

And the Virtual World is Mine ! MINE ! Mwuahahahaha ! Next stop: Sparta Command.

Aredhran

Frank Moore posted 04-29-99 08:26 AM ET     Click Here to See the Profile for Frank Moore  Click Here to Email Frank Moore     
I also use artillery quite extensively before air power is discovered. I tend to use a more or less equal mix of speeders and artillery to invade other factions. The artillery softens up the defenders pretty well, and then the speeders just roll right in and clean up the mess. This is especially effective if you can park the artillery on a hill overlooking a city because the artillery gets an attack modifier.
Aredhran posted 04-29-99 08:34 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Artillery units are also quite nice to get rid of those pesky sensor arrays defending cities (base defensive bonus is enough already)

Aredhran

MoSe posted 04-29-99 10:13 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
Thanx Aredhran and FM,
I KNOW what artillery is there for.
I was just saying that in my games I've never the time or the need for them to come up.
Sometimes I bribe'em, but otherwise I prefer to produce two rovers than 1 bombard & 1 infantry.
I mean if that 20-30% (up to 50%, seldom) is decisive to conquer a city, I'd rather send in another attacker.
I'd never swap my probes with artilleries. Probes can get to Elite, artillery is very unlikely. And with the same number of well trained probes, I cand do much more damage to a base than artillery limiting its effectiveness to 50% damage inflicted.

Hey, where's the topic?
what's on that sign? Graceland?

MariOne

Aredhran posted 04-29-99 10:26 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
The least used of all abilities for a special type of unit:

Chassis type: Forum Poster
Weapon type: keyboard (flames optional)
Armor type: none, asbestos jacket
Reactor type: newbie, vet, great ancient

And the ability: Focus (+1), allows units to stay on thread topic

Aredhran

Darkstar posted 04-29-99 01:10 PM ET     Click Here to See the Profile for Darkstar  Click Here to Email Darkstar     
While there have been times that I would like to just pile everything on for fun, it is very RARE that I would want 3 slots of Special Ability. And in all cases, its because I want to use Clean. Clean strikes me as a special outfitting of the Reactor, not the overall structure of the unit. So it should be selectible on the REACTOR, rather than as a Special Ability. While I am sure that there are people who would like to build AAA Hypno Trance Clean Deep Radar Police Rovers, I would rather have the 4 or so simple Rovers that would be in equivalent minerals. Or Clean Rovers. [I cannot over-state who much I love Clean! ]
Now, I hate trading off Deep Radar on its Free Chassis Types as well, but that's Air and Naval units. And if I have to, I will. My Clean Interceptors always know where their target is as a rule, so it can survive with out it. My Clean Nerve Pod Choppers are a menace that always knows where its Kovorkian Clients are waiting on them. That leaves Clean Subs Carriers which are only available because I have goofing off or AAA Trance Transports that are stealing a vital mineral while transporting the [Insert Target Faction] Educational Expedition whose orders are to teach [Insert Target Faction] a lesson for being so impolite as to not already be my people. :O Imagine that.

But if the Custom Unit Design Workshop was suppose to have been taken from MOO, frankly, I have always FELT that SMAC failed. In MOO, as you advance in Tech, you can pack more into the same space. Instead of a missile battery on that ship, you can pack 3 after a few techs. While I understand that would be a difficult system to use for one that includes infantry, the limiting factor with infantry tends to be weight more than anything else. And since things often get LIGHTER as tech moves on, that infantry gets to be able to pack and carry more gear that still weighs less in total than what the infantry carried 20 or 40 years before.

-Darkstar

Goobmeister posted 04-29-99 01:48 PM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
In my current Morgan game all of my.. hmm... hmm... "Freelance Fighters" are Trained and Clean. It is wonderful how a FM/W/Dem society just loves these guys. They love them so much that they riot everytime they leave the border...

Seriously Clean is very good for building an army. If I am in a fight already I will probably skip it to produe the units cheaper/faster so they can get killed cheaper/faster. Police obviously have their benefits (though not in the above FM/W/D society. AAA goes without saying on defense.
For Morgan with a Command Center and Bioenhancement facility and trained units (and a monolith nearby) I have an instant elite army ready to go.

CEO Goob

The Doc posted 04-29-99 02:40 PM ET     Click Here to See the Profile for The Doc    
Mose: I wouldn't try to make (or even think of) every unit possible. There's actually a lot more than the 32,000 stated on the box. I agree with you about the cost formula though. It doesn't work at all.

I would like to let you all know however that I have been working on cost data for different combinations of chassis, weapon, armor, and reactor (but NOT including any special abilities). Here's just one bit I discovered that you may already know:

1) Infantry with the Singularity Engine all cost the same (48) regardless of weapon or armor, except the 24-12-1, which costs 56. So for those of you making garrisons of 1-12-1 thinking it's cheaper, you might as well make 20-12-1 for the same price.

There's a lot of other quirks that seem illogical that I've discovered, but I'll just leave you with that one example above.

DeVore posted 04-29-99 03:03 PM ET     Click Here to See the Profile for DeVore  Click Here to Email DeVore     
My prefered Police state nazi regimes can't live without the Nervegas pods
Those +50% just makes the other side crumble and they're almost as good as nukes for destroying those damn AI misplaced cities.

Three 1-1-highest Police+Trance + one highest-highest-highest AAA+ECM unit ususally form the backbone in my inner cities.
The police+trance units are very cheap and just as effective as anything vs. worms which are the bigest threat to my inner cities and the AAA+ECM unit can usually handle whatever the other factions can sneak through my outer defences.
(The high movement ate makes my defence very flexible in case something goes WRONG


I also build a bunch of clean super formers as soon as they become available.

Moral Upgrade: As mentioned earlier in this thread MU is invaulable in the early game when no other worthwhile SA's are available and more or less a must in muchos worm games.

x2 subversion: Never

SAM: This one pretty much depends on what strategy my enemies use, a couple a SAM Copters never hurts though.

Empath: Never

Carrier: Depends on the map.

Sub: Never in SP games, the bloody cheating AI has a nice habit of moving through exactly the square my sub is in...go figure...

Drop Pods: YA!


/Dev - Time for playing

Al Gore Rythm posted 04-29-99 09:20 PM ET     Click Here to See the Profile for Al Gore Rythm    
Mose:

I use Artillery, but not like most people. Instead I like to make armored infantry artillery (with Drop Pods when available.)

The premise is pretty simple, you slip them into a newly conquered base and start shooting at enemy units that try to get back in. Works well, especially since the AI tends to turn heavily injured units back to home.

Jam:

When you can crank out those super-dee-ooper units you don't need to use interesting tactics, brute force will provide. But the 'transformer' technique is useful in many ways. Primarily, your opponent can't really tell what you're going to turn them into until it's too late. Which gives you great counter possibilities. Plus, units can upgrade in a turn. While it can take many turns to churn out the same unit. Best of all, if you get one of my personal favorite SPs (the Nano Factory) upgrading a unit costs LESS than buying that same unit. Neat, huh?

All:

I'm just wondering, how many people actually use Choppers here? I myself have had them disabled since I first used them. I feel they're insanely powerful, especially against lone ground units and formers.

The Doc posted 04-29-99 10:44 PM ET     Click Here to See the Profile for The Doc    
Al Gore:

If you aren't using choppers because you kinda feel bad for the AI, just alter its specs so that it doesn't seem so unfair. It's a shame to not use them at all. You might try lowering its movement and doubling its cost in alpha.txt.

HolyWarrior posted 04-30-99 12:59 AM ET     Click Here to See the Profile for HolyWarrior    
Has anyone found a reason to have [i]Deep Pressure Hull[/i]? That is the one ability that seems utterly useless. Even more so than Civ1&2, air power wins the game.
Al Gore Rythm posted 04-30-99 09:11 AM ET     Click Here to See the Profile for Al Gore Rythm    
Doc:

I don't feel bad for the AI, I merely feel that choppers are too effective, and worse yet, they tend to overshadow virtually all other forms of assault.

Needlejets, Gravships, Land-Assault Rovers, Hovertanks, who cares? My Choppers can out show them all.

A great example here is Holywarrior who just happened to come in (sorry, Holy, just going to use you as an example.) "Air power wins the game." This is sadly true, even when you're not facing the enemy over great distances, Choppers can outpreform land units, sea units and fellow air units.

I like my games where a good show of tactics is the key, not a swarm of 'Choppers.

And I sure don't feel bad for the AI right now, stupid Lal has dragged me into four wars

The Doc posted 04-30-99 03:10 PM ET     Click Here to See the Profile for The Doc    
Al Gore: I say you release those choppers on Lal.
Someone once posted that it would be more fair (and more realistic) if air units, or maybe just choppers, only did damage to city garrisons, kinda like what artillery does, but maybe down to a lower %. I don't know if this is possible to do through alpha.txt, but I think it would not only make it more fair, but a little more realistic (Case in point: Kosovo air strikes)
M E Shugna posted 04-30-99 05:56 PM ET     Click Here to See the Profile for M E Shugna  Click Here to Email M E Shugna     
Usually play Giains with fron/green/know so all garrisons have AAA/+2police. Early units get morale upgrade but for liberation (from the yoke of Yang,Mirriam,Morgan,Lal,Santiago or Zarkhov) use clean. Till have choppers have AAA on rovers or ships to keep them alive also good against locusts. Like to give drop pods to probe especially with space elevator great way to take a base. Never use x2 to subvert and hardly use any of the others.

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