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Several great ideas being floated around here. Personally, one extension of SMAX I'd love to see is the opportunity for a fully-teched-out group of human factions to attempt to defend Planet against a fully powered Usurper or Caretaker fleet - in other words, the aliens' successful contact with their homeworld does not automatically mean an end to the "human age" on Planet.But I also love the idea of expanding to other planets in the Centauri system, some of the other Manifold worlds, or returning to a postapocalyptic Earth (which perhaps has one small "native" faction still alive). MULTIPLANET civilization building? Absolutely.(Edited due to failure by the forums' vulgarity filters.)
What I would prefer rather than a spiritual successor is for the stratetic factors that made SMAC such a great game to be propogated to other 4x games.It blows my mind that we could have 3 sequels to Civ after SMAC, and not one of them is even close to being as stratetic as SMAC. This goes for the other 4x games since SMAC as well.
I listed 6 factors in an earlier post on this thread, but I am sure that there are other important factors that I overlooked.
Quote from: Earthmichael on January 29, 2013, 06:40:24 AMI listed 6 factors in an earlier post on this thread, but I am sure that there are other important factors that I overlooked.Ah, I didn't realize those were what you meant by the strategic factors.That said, I think that 2, 5, and 6 (crawlers, specialists, satellites) actually might be better if they're there but somewhat weakened and/or easier to counter; you get richer strategy when powerful options come with significant costs as well.
Satellites are pretty expensive. Yes, they provide a global benefit, but each satellite costs a lot. Also, sats can be targetted by other players. Still, if you want to weaken sats, make them only give half resources to each base regardless of whether you have an Areospace complex or not. As for the probe team, it should only be able to affect a single sat, not the entire sat network at one time, if such a thing were implemented.
There is no way that one probe action, regardless of the cost, should be able to take control of 20+ sats in one action. A sat is very expensive; subverting a single sat with a probe team is MORE than enough.
OK, lets just make a probe team action that subverts some random number of enemy units, or even enemy cities.Just as you can only subvert a single unit with a probe team action, you should only be able to subvert a single sat. One sat is plenty of reward.
I always thought it would be nice if a probe team had the option to take down/take over another faction's satellite net. The probe team could only do that in the HQ of a faction.
I think the crawler have a pretty easy counter if you focus some military on destroying them.
I don't think crawlers are overpowered, but rather rightly priced. 30 minerals to harvest 1 square seems fair (where a colony pod can harvest 2 squares and get other benefits for the same cost).
Crawlers are also very vulnerable to combat, particularly air units, and can be subverted.
Specialists also do not seem overpowered. Until late game, you get at most 5 energy for a specialist, whereas in midgame your workers are typically getting 3/2/3.
Satellites are pretty expensive. Yes, they provide a global benefit, but each satellite costs a lot. Also, sats can be targetted by other players.
Firstly, that colony pod is worth only 1 square, as you give up a population point (and thus a worker) when you build it.More importantly, that colony pod then requires all those production-multiplying facilities you mentioned in order to get full benefit; a crawler uses the production-multiplying facilities of its home base, and is therefore better compared to another population point in that base.