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No more stupid and 100% safe needlejet raids against formers for mere purpose of free promotions. Now needlejet may just DIE.
QuoteNo more stupid and 100% safe needlejet raids against formers for mere purpose of free promotions. Now needlejet may just DIE.But that is not a good goal. It's completely nonsensical. A Former should just die when attacked by a Needlejet.
If you don't like that players can destroy Formers with Needlejets, I have to ask why. Going after enemy infrastructure is very basic to warfare. If you think a Needlejet promotes too easily when going after a weak unit, then you should change the promotion formula somehow. Personally I think that is a non-problem, I do not see the big deal.I really hate game designers who implement "It is always possible to fail, and it is always possible to succeed". I just got done lambasting the designer of King of Dragon Pass and Six Ages because of that. It introduces nonsensicality and gaslighting into a game. You never know what reality actually is. Did you win because you applied a skillful insight, or because you got lucky? Ditto why did you lose? Especially when the game doesn't even tell you how anything works, when it is formula opaque, it's severely annoying. So annoying I'm not playing those 2 games now.
As for other things... who is "combat balance" for? Is it for multiple human players trying to kill each other? Is it for a single human player trying to beat AIs? Those are really different requirements. Much depends on what the AI is capable of doing, and how capable you are of tweaking the AI's behavior. You wonder why buggy formulas didn't get changed. But for all you know, you could fall down a rabbit hole where the AI suddenly doesn't work very well anymore, if you change it.
AI does actually mass units against me all the time. I rely on splash damage to deal with it. Don't assume your personal play style is the only way people fight in SMAC.
Some games, I do actually use artillery on targets. If you don't, that's your bias of play style. Sometimes artillery is the best option available. Sometimes options are limited.
Winning, but getting badly wounded, isn't necessarily victory. You could lose everything on a counterattack. Sending units back to be healed somewhere is also not a completely free lunch. You are losing time and momentum. There's a big difference between taking a base and not quite taking a base.I don't know how your Scouts are surviving Psi combat without taking wounds, unless they've leveled to Elite or something. I find that Psi combat usually chews up the participants. If you think it's too easy for a unit to be good at Psi combat, you can't fix that by changing your effectiveness odds around. It doesn't take any weapons to do Psi combat. That's the point, that's a basic part of the game design of SMAC. The only production decision is whether someone is going to make another Scout, which costs nothing.
In the past I recall conversations where you were really against Planet Pearl collection. You went to some length to change combat odds around, in ways that I proved didn't work. It just changed the best way to game the fungus fights. Defense became better than offense. Consequently after several rounds of experimentation, I gave up on your proposed changes for that. If you really hate Planet Pearls, I suggest you change the amount of wealth they produce, and not how the combat works with mindworms.
What is wrong with it?
It is still possible for needlejet to die attacking former in vanilla.
In vanilla needlejet change to die is about 0.0001%. In my version it'll be ~10%.
I don't care about promotion in this particular topic. I care about impunity. That adds mouse clicks without much thinking. Why just not have a special button in vanilla "automatically destroy all enemy formers in the 10 square radius around your bases"?
How can I not assume it? I am playing it myself, you know.
I am completely aware my changes may be disgusted by some part of humankind. Do you think I should stop doing this then?
Never said I don't. Quite the opposite.
Yes, yes, any change in mechanics change the strategy and the play stile to some extent. I am aware of it. I do want to change it. The question is how and to what extent.
Yep. I did. Then I cooled down about this topic. Partially due to your arguments and testing as well. Thank you for contribution! I appreciate it.
Example, weapon 4 against base defenders with armor 2. Without PD defenders have intrinsic base defense of 50% resulting in 4/3 attackers odds = ~90% winning chance. With such odds they take base almost without losses. Now we build sensor and PD for combined bonus of 100% + 25% turning attackers odds to 4/5 = ~10% winning chance. Boom!
Quote from: tnevolin on December 24, 2019, 03:35:36 PMExample, weapon 4 against base defenders with armor 2. Without PD defenders have intrinsic base defense of 50% resulting in 4/3 attackers odds = ~90% winning chance. With such odds they take base almost without losses. Now we build sensor and PD for combined bonus of 100% + 25% turning attackers odds to 4/5 = ~10% winning chance. Boom!I've never actually do the math, if it's this bad, then you have a point, something should be done with it.
For starters I'd make units in a base with command center/naval yard/aerospace complex heal at double rate, not to 100% in a single turn.That, combined with no splash damage from loosing a unit, should assure looses on both sides during prolonged combat situation involving constant streams of reinforcements.