posted 06-18-99 11:12 AM ET
We must dissent. Slow graphics are bad graphics. Brian Reynolds has publicly agreed that the caviar graphics were a bad choice. So if you want to defend them, then take it up with him, if you dare. 
PS: Slow battles are bad battles. Slow moves are bad moves. This whole aspect of the game is a major waste of time. Instead of two troops going "zap-zap-zap" or a unit "crawling, crawling, crawling", I want to make _my_ moves, dammit!
And none of this nonsense about how many billions of computations are involved in tossing a dice a few times in a battle, or in negotiating obstacles while travelling from A to B.
When the units are off-screen, they travel fast, sheesh! You guys ever compared the time it takes for a unit to travel the portion of a magtube off-screen, to the snail's pace along the section that's on-screen?
My case rests, conclusively and incontrovertibly proven by both BR and me, so that's the end of the matter.
Hope that doesn't scare you off, but when I do the computations myself, and compare with (older!) games that have far more complex, more detailed, 3D continuous-world graphics with serious physics-of-collision calculations, with _continual_ user interaction, and run very fast on primitive architectures, then it's obvious that SMAC's graphics programmers really have to go back to school.
If they want to see what's possible, they might consider RTS games like Starcraft that plays reliably, seamlessly, and fast across the Pacific, for goodness's sake!
They can also look at games in other genres, for example the best free-movement Action/Adventures from several years ago, such as Twinsen's Odyssey, which is the work of one small team in France led by Frederic Reynal.
Some of those small firms with obvious graphics expertise could use a little cash better than those idiots who sold Firaxis this puppy called "caviar" graphics.