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Senethro
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(I've already said that, global support with mineral costs first appearing at the city with most minerals and moving downwards. P-drones appear like B-drones)
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Senethro
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Is it really worth getting into specifics? Its just a random idea because some of us like Civ3s global support.
Civ3 does pay its support costs from a global resource: money. Unless SMAC were to change support to energy then there would have to be some very complicated micromanagement rules for determining who pays for unit support. e.g. Bases can be flagged to never pay, bases below a player determined mineral production are passed over until no other possibility exists.
It would get complicated and I don't have an answer for you.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:21
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quote: Originally posted by Urban Ranger
This is an old idea, but a good idea nevertheless.
Completely overhaul the population model. Right now a surplus of nutrients is a sufficient condition, which is the old, old Civ model. This needs to be changed.
Population growth should also be a function of quality of life, which translates roughly to base facilies such as Children's Creche, Rec Commons, etc. |
It already does. If your SE Growth is high your food box is smaller and you grow faster (including BOOM). SE Growth is negative your food box is huge and you grow slower.
The beauty of the system is the simplicity. Food is constant, growth is not.
quote: Another thing is to make the increments smaller. It doesn't make sense that suddenly 10,000 persons materialise into the base out of thin air. Ideally the increases should be gradual and continual. This have nice effects such as making units are going to reduce the number of persons in the base, while disbanding units inside the base increases the population number. |
The population is just a guide. What changed incrementally is resource gathering and allocation. This can happen in real life. A city grows and the infrastructure becomes strained. Then the city widens a major thoroughfare, extends water and sewer mains out into a new area of development, etc.
Everything is strained until the expansion is finished, then suddenly the pressure is relieved and the city reaps the benefit of the new infrastructure.
That's how I think about the discrete growth model.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:21
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Perhaps all costs and production are multiplied by ten...
Instead of costing 40 minerals, a rec tanks costs 400...on the other hand, a borehole that produces 6 minerals now produces 60...
This would help unit support costs...instead of all units costing one mineral (or 10, in this case), particularly large units (and ones that cost a lot) could cost more support...
Cruisers would cost more than foils, and hovertanks would cost more than speeders...so a cruiser might cost 20 minerals (= to 2 minerals), a hovertank 15 (= to 1.5 minerals), and a speeder and foil would still cost the original 10...
The same principal could be done to nutrients...instead of having 3 citizens, you would have 3000 citizens, gaining one for each nutrient box filled...each citizen, say, added 1/100 of a mineral and 1/100 of an energy to production, so only groups of 100s, or tenths of the citizens we have now, actually were productive...this would show growth and production more accurately...also, in order to work a square, 1000 citizens would be needed, so in affect, one 1 citizen or one pop similiar to what exists now would still work one square...
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Leland
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Integers and small fractions (1/2, 1/3, etc.) are more intuitive for the players to figure out and optimize than arbitrary precision floating point numbers. I would much rather have everything rounded up or down to the nearest (reasonably small) integer than trying to wrap my brain around producing something like 0.87899340762 minerals per turn in a city with 23445433245 people in the year 2307.422134. It's supposed to be a game not a weather simulation.
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Senethro
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Keep in mind that its some years before Planet has a global economy going. Although the Secret Project movies and quotes suggest the factions are much more integrated than we play them its still going to take roads and communications before anyones migrating.
How many years before citizens have personal transport on a planet with no cheap energy source?
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Senethro
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So.......
Isn't what we're talking about really just a system of Civ3 style culture by the back door?
(I made a possible adapted SMAC model of that somewhere but noone was interested)
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sammy1339
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United Nations
Oct 2003 time: 00:21
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I am surprised that nobody has mentioned this, but I think that one of the things SMAC sorely needs is a more realistic model of combat. In particular, how come putting on plasma steel jackets makes people carrying normal guns able to defeat people with missile launchers? Clearly in reality armor alone does not make one a better defender. Furthermore I think the idea of a 1-12 unit, or a 24-1 unit, is absurd. How could it possibly make that much difference whether the unit is attacking or defending? Aside from that, how come when there is all this awesome futuristic technology around still nobody has figured out a way to make infantry obsolete? I think that weapons should have inherent attack and defense values, and armor should determine how fast units take damage in combat, almost like reactors currently do. I also think there needs to be more chassis options and more emphasis on long range combat, beyond the artillery option.
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Senethro
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Realism sucks.
Game mechanics rule.
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