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Author Topic:   Units move a bit too slow on huge maps
Vostok posted 04-07-99 03:54 PM ET   Click Here to See the Profile for Vostok   Click Here to Email Vostok  
I always double the movement points for ALL units, except for a couple, so that on huge games i can actually explore some before getting satelite tech. I think 1 mp a turn is bad for a few reasons;

1. invaders are at a DISTINCT disadvantage. If you (or your enemy) is powerful or smart enough to invade with a sizable force, at 1mp a turn you have multiple chances at hurrying a new force into production. If hovertanks move 6 instead of 3 there is a real oppertunity for a maginot line-like breakthrough rather than the plodding around the ouside, stumbling into units and not being able to move back, having to mass outside a base waiting for the next turn to attack while your army gets probed, ect..

2. It just takes to much time moving things at 1 mp a turn. On huge maps you may never even approach the opposite side of planet without drop pods or an extensive transport buidling program.

Now, bumping up the speed does cause problems on very very small maps, but those of us with good computers probably would (like me) enjoy the flexibilty. Anyway, just a thought.

PS Fix the social engineering cost and time sillyness! It shouldn't cost 24 credits to change to Green economics throughout the whole game! Or be affected instantly!

sandworm posted 04-07-99 04:01 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
So the reason you're using a larger map is just to permit you to build more colonies?

If not, just use a smaller map and you can eliminate the need to alter movement.

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