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If it's not a fight to the death, then what you're saying makes sense.However, if it is a fight to the death, then 1-4-1 vs. 1-4-1 would just keep on going until one side is dead. As such, you'd effectively end up with only one combat strength, similar to Civ4. Which has nothing wrong with it, but isn't how SMAC/X works.If you describe exactly how you want things to go, I can make it an option at some point, though it probably won't be that high on the list.
Specialists for minerals/production could be fairly difficult...
I think low armored and low weapon units should be more discouraged than encouraged. It's really easy to say de-power this tech and that, and eventually you have little incentive to tech. Unit variety can come from chassis and ability choice. The exercise of trying to get the most cost efficient weapon and armor is a rather tedious one. For example, if you cost armor too high, then non-armored is more efficient vs PSI. Is that very intuitive? For that matter, is hand weapons being *more* cost effective vs PSI intuitive? I'd argue not. It's a bit silly...I think the devs intended conventional to be more neutral.
Probably both weapon and armor cost should be flat. At least that's what I'm going to experiment with next in a few games. It should make momentum feel more like it since you can upgrade units for free. I'll see how it goes though.
What about specialists that add marginal "industry" like effects? Like -5% mineral costs in that base? (2 specialists would equal a +1 industry effect in that base, essentially) would that be easier? Or is that giving new functions to specialists itself is the problem?
Generally the weapon/armor relationships is my biggest concern. Everything else is just mind gravy and still not very solid in my head for what I want. It would need wider discussion from the multiplayers and calculators out there.
I would like war to be more about the temporary "confinement" of a problem. A rival set back on his heels, perhaps indefinitely, but not eliminated. I think that captured cities should not be able to produce UNITS, of any kind, until the "captured base" problem goes away. They may produce facilities, and perhaps energy, but no units. As the only volunteers for the job should be mistrusted by both the rioters and the new occupational force. It would also mean that cities must be defended with the force BROUGHT to it. I also think Hurrying should be completely barred in the new city until the conquered problem is resolved, because contractors to finish projects, and facilities probably are untrustworthy. (Or at the very least, hurry costs should be quintupled.) I also think that if someon recaptures a base and liberates it - the base should experience a temporary (same as captured base length?) TALENT boost. The people are glad to be back with their faction - back to what they know. (Even if it's hive-life...people are comfortable with what they know). Or perhaps this can and should be influenced by SE mechanics.
I wish very much that citizens were assigned factions.
It'd be neat if a city could rebel and create units to fight small civil wars. As opposed to merely joining other factions.
I would like also for riots to increase drones in OTHER bases. As any leader who could allow his bases to descend that far into chaos could and should be questioned.
I also think that TALENT/DRONE ratios should greatly affect politics throughout the world. Having more talents should somehow be enviable. Having more drones should be looked down on. In fact, I wish we could complicate the "drone riot" mechanic all together.
A REALLY fun idea would be very difficult to implement:When a base is captured, it produces automatically and instantly (but still costing minerals to the base and non-dispandable.) probe teams. The number would be equivalent to the number of excess talents (positive psyche) the city previously had. These probe teams would belong to the faction that lost the base. We could even call them "Dissenters." These probe teams would have a special kind of probe function, that would make ALL actions by them cost 0 credits, but they would not be able to convert military units. Instead, they'd have a kind of artillery function and could damage units only, they could also destroy improvements. Essentially they'd be similar to Paritsans from Civ2, but with diplomatic functions. Also they should retreat from EVERY battle as soon as they can. (Speeder mentality, but assumed loss at the start of combat). This would not apply if fighting a real probeteam.
The weapon/armor relationship, and the resulting effects on morale, also didn't seem quite that solid.
All this would probably be doable...
Probe teams don't actually cost support...and what you describe would probably be doable but fairly difficult.
Quote from: Yitzi on July 17, 2014, 06:33:13 PMThe weapon/armor relationship, and the resulting effects on morale, also didn't seem quite that solid.I hope the idea is understood, if not the implementation.
Do you have any design wishes that you're thinking on?
Right, I was hoping these special probe teams could require support.
But again, this is all just wishful thinking. The primary thing I want is to find a way to get over the immersion skip of weapons and armor purposes.
I want to see, depending on the conflict and such to have discontent with wars within the populace or support for it- I can't imagine a population mindlessly following their faction into every conflict without having an opinion. And from the wars in Afghanistan and for the Americans, Vietnam we all know full well how public opinion can have on the stability of a war effort, very much so if your population is motivated they will go over piles of their brethren to drive back the invader.I want to see a morale system for populations, to have riots when people are discontent with how wars are going or if you are fighting to many wars, I want to see public discontent if you do certain atrocities as it sparks outrage amongst your people. I want to have propaganda campaigns either to inspire my own people or to demoralize the enemy's, or to encourage others to revolt and rally to our banners.This would be interesting mechanic, would like to see this.
Maybe each round of combat could inflict up to, let's say, 36%, instead?
The main idea is that a 6-1-1 vs a 6-1-1 battle should not be a nearly guaranteed victory for the initiator. Both should be nearly destroyed. I'd like to see this happen in SMAC!
Each of the combat rounds could be ineffective (0% damage dealt), marginal (18%, or half of maximum), or victorious (36%, or the maximum). The weapon/armor quotient would determine the probabilities.For example, Fusion vs No Armor (10 vs 1) could be 95% victorious and 5% marginal per round.Gun vs No Armor (1 vs 1) could be 50% victorious, 25% marginal, and 25% ineffective. Gun vs Silksteel (1 vs 4) could be 12.5% victorious, 12.5% marginal, and 75% ineffective.What do you think? I'm open to all sorts of ideas to greatly simplify the calculations.