Wow, that's interesting. In my opinion, trading prototypes would be in fact an excellent addition to the current, not-that-extensive-after-ll diplomacy. What is important is that it shouldn't be prone to probing, though (unless only as a risky mission).
I don't understand about the rest, as you can already trade world maps and give units as it is. Granted, the first one can't be done with AI unless in a specific situation when either party runs out of techs to sell, and the latter one requires the unit in question to be in the givee's territory. Can these conditions be changed in any way?
The problem is that it allows you to get the full benefits of a tech without actually learning that tech (and thus slows you down.)
It'd also be pretty much impossible to have a separate "prototypes known" feature...
Regarding the give units options and trade world map diplomacy options, there is no diplomatic option currently enabled that lets a non-AI ask a factions world map and it happens automatically when in a pact. As for giving units to an another faction, I am fairly certain that only AI controlled factions could give units to a another faction in single player.The problem is that it allows you to get the full benefits of a tech without actually learning that tech (and thus slows you down.)
If it is only tradable and never stealable, then any imbalance issues are the seller's headache. And I imagine it would invite certain sneak attacks, where the victim doesn't see it coming as you don't have the preqs (which the victim can see if she has the tech in question). Yeah, definitely a nice boost to diplomacy and to war-oriented factions. And as for imba, if that's your concern - you can already give away all your techs, all EC and the world map with one click if you want to. I don't believe the above would break anything here.QuoteIt'd also be pretty much impossible to have a separate "prototypes known" feature...
So then, there is not much to talk about in the first place, is it? How did they expect to work this option in without the proper design?
Regarding the give units options and trade world map diplomacy options, there is no diplomatic option currently enabled that lets a non-AI ask a factions world map and it happens automatically when in a pact. As for giving units to an another faction, I am fairly certain that only AI controlled factions could give units to a another faction in single player.
If it is only tradable and never stealable, then any imbalance issues are the seller's headache.
So then, there is not much to talk about in the first place, is it? How did they expect to work this option in without the proper design?
No, because there might be a third party.
As I said above, this simply doesn't happen in MP. People almost never trade not only D:AP, but even IA. World map is almost never on the table. I would think twice even before selling Doc:Flex, and just recently I refused to sell Doc:Mob to a player, fearing it would give him too much in terms of tactical advantage, and it's a freaking tier1 tech. So I'm sure trading prototypes would be a very rare deal requiring a lot of investment in mutual trust and with a potential to backfire against the seller if done without caution. Long story short - great fun, will make for a good story every now and then, but with no chance to become OP, or even that common in the first place. I say bring it on if you can.
Addendum: it is worth remembering that there is no CO-OP victory in SMAC.
@Yitzi, here are the of the addresses for the following options as far as I know: trade prototype, trade world map and give unit (other than the referenced textstrings that say "sending trade map"). The address for trading prototypes is 0053A2D4. The addresses for trading world maps are as followed and labeled: Reject trademaps: 00545DCC and 054F5D, TradeMaps: 00545DEF and 0054F5F4. The addresses for giving units are catergorized by whether they are combat, defensive, native or simply a unit. The addresses are 004CF2VB8, 004CF2CE, 004CF2EB, 004CF34D and 004CF363.
P.S.: If you have a need for some more references, I can give them to you but I currently have my hands full with making art. This means I will be unable to help implement them in the near future but I thought it would be a good idea to bring these potential options to the attention of someone who is more qualified to deal with them.
What are you talking about? One of the options is to enable cooperative victory, and I believe it is on by default.
Is it even physically possible to win a multiplayer game? Recalling back to the old rule about not taking a players last base, but instead posting the pic proving you could take it, and then that player must destroy the base and save and exit on to the next player to continue the game. Because if you actually killed a player on your turn, it is or was impossible to continue playing.
to avoid my opponent knowing i had constructed the orbital space elevator
In summary i would say some corny BS like winning and losing has no meaning and all that matters is the process of playing
In order for a ELO(or any ranking system) to have much relevance, requires a fair number of results, and the glacial rate of PBEM makes finishing games rare
On the topic of trading prototypes, in the ACDG2 the drones swapped control of a plasma infantry unit for one turn to the hive to give them 3 defense ability, but maybe they were allied at that point and not trading.
If you can find me a link, perhaps I can investigate and see what's going on there and fix the bug...