Author
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Topic: what do you expect from SMACX
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korn469 |
posted 06-09-99 05:50 PM ET
oh the much anticipated SMACX will be here one day soon. so what exactly do you expect out of it? how much will it take for you to buy it? what would stop you from buying it?here are my thoughts... 1. i hope that SMACX adds NEW tactics to how you win a game. i mean i hope that out of the special projects and technology they add, there is something worthwhile enough to make me alter how i normally play a game. i'd like to see a new must have tech (i consider fusion power/air power two of those must have techs) something that would alter the way i play to some extent 2. i would like to be able to play from turn one i don't want SMACX to be a scenario disk or maybe just one huge scenario i want to be able to hit planet on turn 2101 with 2 colony pods and a soilder and play to the end 3. speaking of playing to the end, i'd like to see the computers AI improved in three areas. terraforming-AI formers should be more intelligent, player controled formers should have a queue combat-AI needs to get a lesson in amphibious invasions, and somebody should tech it how to use the massive airforce i builds to actually do an effective attack facilities-the AI needs tweaking on how it builds base facilities 4. i expect at least two special projects 5 new base facilities one orbital facility one new chassis/weapon three new special abilities one new diplomatic resolution bug fixes and improved before i go out and buy it i really wanna something new and worthwhile in it, i consider new base facilites, technologies and special projects worthwhile while if it's just new factions and a scripted story i'd be less than enthusiastic(sp?) and if SMACX is just a scenarios disk or doesn't have any new features except for some bug fixes and new faction or if the plot line is so scripted that it takes away from my freedom of action to play the game the way i want i won't buy it. korn469
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MoSe
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posted 06-09-99 06:00 PM ET
nothin' |
ZRand007
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posted 06-09-99 06:01 PM ET
Here's what I'm hoping will be in SMACX:1) New scenarios 2) A new storyline (I like the idea of the ancient aliens coming back) 3) Improved AI (builds over things than cheap infantry, doesn't break peace treaties the turn after they were signed, the ability to mass forces then strike, more respect for boundaries) 4) More diplomatic options (I want NATO!!!) 5) Bug Fixes (really quite standard) 6) More buildings, secret projects, techs, and units (a template for REAL submarines would be nice) -007 |
Delgath
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posted 06-09-99 09:10 PM ET
I have a question if anyone from Firaxis is watching. How much is this sucker going to cost? surely an upgrade won't be the price of a full game will it? I mean I'll buy it anyway. It's not like I can control my body over SMAC related issues anymore. But how much of my hard earned cash should I put aside?-Delgath. -Where do you want to colonize today? |
Aredhran
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posted 06-10-99 06:16 AM ET
Better "AI" combined forces assaults, sea invasions that are not pathetic 1 or 2 transport attempts.Sharing Special Project Benefits with pact brothers. Improved multiplayer: diplomacy, master password. Aredhran
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korn469
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posted 06-10-99 06:57 AM ET
the most thought intensive question is what exactly is the threshold to buying SMACX for probably around 25 or 30 dollars...what would keep you from purchasing it? what must it have before you buy it? |
laurens
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posted 06-10-99 07:20 AM ET
Give the AI a better creative-thinking chip.
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LoD
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posted 06-10-99 02:38 PM ET
Aredhran: Sharing *all* SP benefits with *all* Pact Siblings would unbalance gameplay. I usually pact with Lal. I usually also build the Empath Guild and (later on) Clinical Immortality. If Lal got to benefit from those SPs, I would have no chance to become a Planetary Governor (especially since he would also get a bonus from my Cloning Vats). On the other hand, for some SPs it should be allowed - Space Elevator, Network Backbone, Planetary Datalinks, etc. Also, the effects that nullify the penalties of SE choices should also be shared. Of course this is just IMHO.LoD |
Farkbyter
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posted 06-15-99 12:24 AM ET
How about if the game added generals -- one each for the army, navy and airforce. It would certainly help with the micromanagement part if I could have a general take care of some tasks for me. Specifically, I'd like to be able to designate a few planes (certain planes or a percent of the airforce perhaps) for attacking formers and improvements, say, or troop transports, etc. The general could be given orders to use another set of planes to defend my borders, specific bases or specific improvments. I think generals would be useful at defining broader objectives, such as advancing sets of military units to certain destinations (conquering or failing along the way), or creating worm patrols, or probe patrols, etc. In short, generals, which could be given broader objectives and more definate goals, and which can have units put at their disposal to accomplish these goals, would help remove some of the tedious micromanagement. For me, the strategy of the game -- taking territory, defending against invasion, advancing along the tech chart, etc. -- is the fun. Tedioulsy having to send individual planes aginst the enemy is a bit draining. In closing, I see Generals as being a more refined use of automation, much better than hitting shift-A and watching my planes fly right past what should be obvious targets. |
Resource Consumer
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posted 06-15-99 06:22 AM ET
My 2 energy credits worth.- new factions (but only if they are consistent and different enough with existing factions). Introducing natural allies would unbalance the game - a few new techs and SPs - more diplomacy options - how about a new way to win such as a period of global peace or exterminating planet! Any other ideas? |