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However, I consider sending hordes of probes an exploit based on low probe team cost.
Meanwhile, let's see how much minerals you need to destroy both perimeter and tachyon. With Algorithmic Enhancement versus highest security you need 4 teams for each = 8 teams total = 24 mineral rows.
My 1.5 strongest unarmored hovertank is 26 (don't remember about 1.4). So even with probe exploit double priced Blink Displacer hovertank makes sense!
Actually it is even better as Blink Displacer gives you certainty while probes not.
This makes things even cheaper comparing to probe team hordes. I don't understand why you complain.
QuoteMeanwhile, let's see how much minerals you need to destroy both perimeter and tachyon. With Algorithmic Enhancement versus highest security you need 4 teams for each = 8 teams total = 24 mineral rows.Um, no, where are you getting that? The odds for targeted assault on a facility are 75% success, even with previous probe team actions. Assuming Algorithmic Enhancement and an Elite team
Err, are you sure about this? Destroying perimeter is 75% for Elite AE
against +3 PROBE?
First 2 options are not good ideas. Might as well just remove probe teams from the game. 3rd idea isn't good with your draconian PROBE penalties, and commits you to a binary patch at any rate. 4th idea is within your power but be careful with game balance. 5th idea is to increase the cost of Algorithmic Enhancement, since it's obviously cake.One would worry about the cost of the Nethack Terminus as well, since it grants AE to all Fusion reactor or higher probe teams. Not an issue in your mod because no such units exist.
Modding with a stock binary in mind is not an exercise in idealism.And I don't agree that defensive structures should have special immunity to probe teams. That's just you saying you don't like probe teams. Take them out of the game entirely if you don't like them, see if others agree with your decision and play your mod anyways. I think the only thing I like about probe teams is tech stealing.
So it looks like BD should be more much more efficient earlier in the game and lose to probes later. What do you think?
Quote from: tnevolin on December 27, 2018, 07:30:44 PMSo it looks like BD should be more much more efficient earlier in the game and lose to probes later. What do you think?I think that bypassing a base's walls, is a game mechanic from Civ II. It was embodied in the Howitzer unit. Making a pile of rails and blasting the heck out of enemy cities attached by rail network, was standard drill in that game. However unlike SMAC, I don't think you could instantly complete rails on the same turn. I think you had to start working on the rail this year, then it would complete next year, if you put enough Engineers on the job. Typically you would cover those workers with a strong defensive unit, such as a Mechanized Infantry.Bypassing defenses is a strictly late game mechanic and under no circumstances should be put earlier in the game. Otherwise you get into this ridiculous pointless game of buffs and debuffs, your walls don't matter neener neener neener! You just have to decide when the "late" game begins in your mod. I find myself pushing "late" game earlier and earlier. For instance, I am experimenting with putting orbital insertion warfare much earlier, but still "late" game.Also bear in mind that when you grant capabilities that a human knows how to use, and the AI doesn't, you're just making the game easier for a human. That's not something SMAC needs.