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Pocus
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As the AI never use supply crawlers to funnels resources to his bases, I feel its a bit cheating to do that. On the other side not doing that when you play on transcend is quite a challenge...
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Dis
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Las Vegas, Nevada
Feb 2000 time: 21:13
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quote: Originally posted by Blake
IMO Crawler Usage IS a cheat, pretty much. Balance wise they are out of whack - basically the developers never took the time to properly balance them.
What I do is restrict my supply crawler usage to a bit above AI usage level, I'll build them haphazardly, crawl a little, rush a little, but not plaster the map with them. I've actually posted screenshots of my games, where you can see the odd crawler sitting around on "L" , because sometimes I play the self imposed No Crawling, but Rushing Okay rule.
I happen to find restricted crawler use more fun, but each to their own. |
I just don't like the micromanagement of handling hundreds of crawlers. I'll build only around 10 a game. Yes I know it hurts my game, which is why I don't play multiplayer. I'd get my ass handed to me. I just don't like micromanagement heavy games.
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Blake
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Brainfallocatione
Oct 2000 time: 17:13
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The line between exploit and cheat is pretty fussy, especially in SMAC.
Generally I'd define exploiting as using something that it is too good at what it does, like in a RTS game using only one type of unit (and it being a good strategy) would mean that unit is exploitive. In SMAC, crawlers are always a very good build, because barring destruction they give a guaranteed return (because of 100% value back when cashing in, plus resource gathering), sure a rec tank also gives a guaranteed return, but you can only build 1 per base.
A cheat is getting something for nothing, when players discover how to get free builds or resources in a RTS thats generally considered cheating (ie a couple of years after Warcraft 3 came out, some smart cookie discovered how to get refunded twice for building something where the builder could not quite get to - that was considered cheating). Thus I think using crawlers to buy SP's cheaper than they should be is cheating - the three ways of doing this in order from least to most exploitive is buying crawlers (usually 2-3ec per mineral), upgrading crawlers (1-3ec per mineral) and SE quickies (1-1.6x mineral multiplier), if the game was designed properly it'd be impossible to get another mineral worth of crawler for less than 4ec.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:13
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I have personally banned myself from using crawlers. I allow myself to use only one for my HQ, and that's pretty rare. For the same reason I always play regent on civ, I like keeping the game realistic. True, against other human players that ICS and play on Sid, I'd get slaughtered, but I have more enjoyment beating the AI strategically with things that they use. Believe it or not, I use the AI to form my strategies. It hinders my skills, but it also humbles you and prevents you from saying, "Oh, this game sucks, I can beat it blindfolded with one hand on the hardest level..."
Personally, I think there should be a limit of one crawler per base that could be set in the game. Additionally, a crawler could only be active if a specialist was devoted to man and control it...
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Blake
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Brainfallocatione
Oct 2000 time: 17:13
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I've actually thought long and hard about how to balance crawlers. Theres no real easy way. The first step ofcourse would be to ensure you can't get a mineral of crawler for less than 4ec - this would also make rushing them more expensive, a generally good thing for balance.
Next would be to make them in some way less attractive than working the single-output tiles, by crawling these tiles you effectively get all the output, and a whole specialists worth of energy & drone control - not cool. So what would need to be done is to make them ineffecient gatherers, collecting only say 55% of the single resource (rounded up, so forest is still 2). This reduces the value of a condensor+enricher to 4 food - you lose 2 food, this is exactly the same as what it takes to support a specialist, you also lose the other bonuses (usually only +1's, but every bit counts). There could also be a SP to increase the effectiveness of crawlers, to say 80% - the enricher combo then returns 5 - with nut orbitals you still miss out on the free specialist.
Crawlers would still be a good build, because of the 100% cash in feature, it's just that the decision on whether or not to plaster the world with them would be far more balanced in favor of workers, or a mix of workers and crawlers (ie at your SSC you would want to work as many good tiles as possible, and crawl that which you can't work)
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Pocus
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but as of now we cant do much. I'm considering doubling the cost of the crawler's pod, so that its less of interest to crawl anything but a bonus square or a borehole. But a house rule must be used anyway, like max 1 crawler for each city you have.
To nerf ICS, I reduced drastically the output of the square base: in fact it grants now 1/1/1.
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