posted 03-06-99 03:10 PM ET
To all earlier responses, thanks again for doing so.Uncleroggy, I certainly don't consider myself a sophisticated gamer, but in regards to "historical" wargames, I do prefer that the game elements be consistent with the attempted historical theme. Actually, the combat model for SMAC as you've described it is reasonable to me. From the demo's play, I did like the aspects of unit experience and "damage levels" which allow for attrition rather than an all-or-nothing approach to combat damage.
By no means were the combat models detailed in MOO2 either. It was better for space battles (although fighting on a 2D grid lost that "space" feel), but for planet battles, you dropped on a planet, put one set of troops against the other, and added the various modifiers to see how it resolved in kills.
But what was such a draw to me on MOO/MOO2 was that deep thought needed to evolve your race in size, economy, technology, and military power, while everypone else was doing the same.
That is supposed to be the case in SMAC too, although by playing human factions against each other, I wouldn't mind to see more personalities for each faction. In MOO2, you just didn't have combat leaders, you also could get planet governors (for a price) that brought special abilities with them, such as trade relations, public relations, building efficiency, etc.
So whenever a new colony is set up, I would like the game to "pop up" a new personality to govern the colony (which could still be turned off; you're telling him/her to sit behind a desk and shut up). Each governor would have a randomly-generated set of abilities, although the type of abilities would gravitate towards the preferences of the faction. A like MOO2, these governors could be reassigned between colonies, so to match that governor's abilities more to the circumstance of that colony (explore, build, yadda yadda).
My point for this is that by having only one personality for each faction (the present case?), it gives the feel that each leader is only in control of robots rather than humans. So including more "persons" within each faction would make the game more personable. And to allow the old human vice element, these governors might attempt sneaky things too, like embezzling & treachery. Perhaps a faction leader could be "bumped off" by an ambitious governor (and thus put a new "face" on the comm-link) if the faction is suffering in its fortunes.
Well, just rambling thoughts.