posted 05-16-99 10:28 PM ET
Now that nearly all the ideas for SMACX are out, there's the small matter of making actual improvements to SMAC. Some priorities:1) User Interface: pretty bad. The major issues:
* CITY MANAGEMENT: Three points here.
1) You need a popup menu in the actual city screen informing you of the current relevant benefits/penalties caused by social engineering and city improvements. Information on morale, growth, industry, etc.
2) A find city system that allows the player to view a map of the immediate region around a city (say 10-20 squares radius) and allows the player to select a city and move to that city's dialogue screen - the current next city buttons, based on alphabetical order, are next to useless when trying to manage cities as a coherent group.
Moveover, moving a supply crawler to a city should allow you to 'link' those two cities together - so they can exchange resources between them (for instance, allowing surplus nutrients to be transferred from a city that has maxed out its available hab facilities to one that hasn't).
Limiting the number of resources transferred between cities would also be a key - say 2 max for each crawler exchanged between cities, with a +1 bonus for each level of reactor after fission.
Such cities should be linked by coloured lines on the city dialogue map, and as such are limited in their maximum distance appart. Efficiency may also have a roll in this.
3) The city production menu also needs to be altered. Instead of the current mess of buttons, a simple row of production is needed (five lines only).
Secondly, a new button, allowing you to create a list of current production items to be saved as a default. Up to five items can be saved in this kind of list.
[SMACX expansion example: Send a colony pod to a location, along with a fusion supply crawler. Build city. Link the city to an existing, built up base with the supply crawler. Go to build menu, select the new city build list you made eariler. And your new city, complete with +3 minerals, starts building a Plasma Sentry, Rec Commons, Recycling tanks, Impact scout and a Perimeter defense. All done in one turn, with a bare minimum of clicking.]
*MAIN MAP
1) A system that automaticially changes the information in the terrain info window to show the square currently under the cursor would eliminate a lot of clicking. Much like the system in total annihilation.
2) A 'build orders' list for terraformers is a must. So you can queue up multiple improvements at once. Linking formers to the city they are improving would be an even better idea. Think 'Control From' and the new regional map (see above) in the city menu screen.
3) The main map (lower right) needs to have units displayed as well as cities. Making it much easier to see PBEM or hotseat invaders, as well as those you have simply forgotten about.
4) Unit stacking needs to be properly implimented, something along the lines of Heroes of MoM III or WarlordsIII is needed.
Included with this should be a more sophisticated unit behaviour interface, allowing you to do point and click selections for orders like hold, sentry, and interceptor.
5) The RTS 'goto number' system should be included, allowing you to jump to designated units, cities, or squares.