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Author Topic:   SMACX: things to do
Urban Ranger posted 05-12-99 01:08 PM ET   Click Here to See the Profile for Urban Ranger  
Things to fix:

-- Nerve gas - this is a tad bit unbalancing. Instant +50% attack bonus without serious consequences. Here are some ways to make its use less rampant:

1. Right now each time nerve gas is used, the attacker gets +50%. This does not make sense. A better scheme would be, the first time a faction use nerve gas, the attacking unit gets +100%. Each subsequent use reduce the bonus by 10%, all the way down to 0%. However, even at 0%, using nerve gas is still an atrocity (whatever that means).

2. Each time nerve gas is used, an extra drone is created in a random base in the faction that uses it, cumulatively. That is, when used the first time, a worker turns into a drone somewhere. When used a second time, 2 workers becomes drones. These drones can be pacified by police/psych.

3. Anytime nerve gas is used, there is a chance of an accident. In case of such accidents, the bonus becomes a penalty. This chance is reduced by morale levels, but even elite units should be subjected to a 10% or so chance of accidents.


Things to modify:

-- Right now munitions are abstracted into the game as part of the units. However, some special munitions should be treated seperatedly, since their use (production, storage, and transportation) requires special facilities. Special munitions must first be "attached" to a military unit (that can use them) before they can be used. There are several of them:

1. Nerve gas pods. This may seem unnecessary, but having nerve gas pods as actual items allows the attacker to use more than one during an attack.

2. Tac nukes, to be attached to advanced artillery units.

3. Cruise missiles for advanced bombers or subs. This will make subs much more useful.

-- Make subs into a separate chasis type, and allow them to carry cruise missiles and nukes ("boomers.")

That's all I can think of now

David Johnson posted 05-12-99 01:55 PM ET     Click Here to See the Profile for David Johnson  Click Here to Email David Johnson     
No serious consequences? The 3.0 patch had it add to environmental damage in EVERY city you have. Would you say 7000m rise in sea level and 1000+ alien life forms over two turns is "serious"?
BusterMan posted 05-13-99 07:06 PM ET     Click Here to See the Profile for BusterMan    
No, no, no, no, no, and no!

As for the Tactical Nuclear Weapons: NO!
The only units that should have nukes are scout patrols, scout rovers, and unity rovers. Nuclear mortars were even aboard the Unity for #@$'s sakes. That's ancient technology!
-Parker

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