posted 02-24-99 07:37 AM ET
In another thread elsewhere on this board is a great deal of discussion about what a pain in the ass Planet is, especially in late stages of the game. The thread seems split between those who feel that Planet is Just Fine(tm) as it is, and should be there in full force; and those who feel there should be no interference from Planet at all.But this is an unsatisfying set of options. What *I'd* like to see (and what I scoured the alpha.txt file in vain to find) was a way to adjust the amount by which the various planet techs, planet facilities, and planet Secret Projects reduced the Eco-Damage.
It is clearly unbalancing to have no interference from Planet whatsoever. People could rape the terrain without regard to the consequences. But I'm also a firm believer that technology will, eventually, produce solutions to environmental problems. (Recycling is the first of many such improvements, IMHO.) And it's frustrating to me to have cities with *no* boreholes, *no* echelon mirrors, *no* condensors, and *no* orbital mines STILL producing Eco-Damage (and sometimes Lots(tm) of it) even *with* all the Planet improvenments and *with* at least 4 forest squares for each city.
What would be nice would be for FIRAXIS to assign the planet improvements a value that could be modified in alpha.txt. For example, maybe "Centauri Preserve" has a value of 30, meaning that Centauri Preserve eliminates 30 points of Eco-Damage. I could then go in and make it 40, which may be more in keeping with my notions of the universe. (Or I may set it at 20, which may also be more in keeping with my notions of the universe.) Giving the players this sort of control over the ecology seems to fit in with the philosophy of giving the players a great deal of control over all aspects of the game and would certainly make it more fun for me (and, perhaps, many others judging from some of the messages).
Yours,
Afterburner
P.S. As long as I'm wishing for stuff, here's how Eco-Damage would work in my ideal game of SMAC. This would be more difficult to reprogram for a patch than my suggestion above, but not altogether impossible. If FIRAXIS sees this and thinks "Holy Crap, that's a fooking GREAT idea!", then groovy. If not, well then I'm just noodling.
In my ideal game of SMAC, there would be three types of Eco-Damage:
1) Eco-Damage from basic terrain improvements (mines)
2) Eco-Damage from advanced terrain improvements (boreholes, echelon mirrors, and condensors)
3) Eco-Damage from orbital improvements
In my ideal game of SMAC, having all the Planet improvements *except for* the Temple of Planet in a given city (Centauri preserve, Pholus Mutagen, and so on) should completely eliminate all Eco-Damage generated by Type 1 Eco-Damage listed above (i.e. it would completely eliminate all Eco-Damage from basic terrain improvements).
Type 2 Eco-Damage (that from boreholes and what-not) should not be reduced at all by any planet improvement except for Temple of Planet, and even then it shouldn't be guaranteed to get rid of all of it. (If you've got 1, maybe 2 advanced terrain improvements around a given city, then maybe Temple of Planet eliminates the Eco-Damage from 'em. If you've got 3 or more, you're stuck with *some* Eco-Damage, even with Temple of Planet.)
Type 3 Eco-Damage (that from orbital improvements) should be reduced by the various planet improvements, but the player shouldn't be able completely rid himself/herself of Eco-Damage from these improvements. If the player *could* completely eliminate Eco-Damage from these improvements, there'd be nothing to stop a player from cranking out satellite after satellite and getting his production up to 400 per city, which would unbalance the game. So Type 3 Eco-Damage should be reducible, but only to a certain point.