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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:17
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I actually like SMAC's graphics except for those units! As a friend says, "What's with all those guys who look like they are mowing their lawns?"
SMAC is a brilliant game, and just a bug / play balance fix and some reworking of the graphics would be well worth the price of admission, especially if Fireaxis would buy back Civ 3 from me for half price or something.
If we are talking about a major reworking involving basic game concepts, then something should be done about the whole concept of this and previous Civ games regarding tactical and strategic play on the same map and time scale. This really destroys any sort of realism.
How many years does it take a modern ship to circumnavigate the globe? In a Civ game it is decades. Aircraft take years, and wars like WWII would take decades or even longer. The movement system is unrealistic for the stone age, and it doesn't age any better in the space age. I would like to see a game that either concentrates solely on the strategic elements, and removes player control of tactical and operational command, or one that scales down in order to simulate the battles and movements that take place on the sub-strategic scale.
I really feel for the game designers in regard to the AI problem. Consider the fact that I have seen a lot of very intelligent people take years to develop very sophisticated methods of play in SMAC via this forum. That is a testament to the many dynamic factors which could be manipulated in so many thousands of combinations. The AI really has no chance to compete in such a situation. You can significantly improve the AI by limiting the ability of the human player to come up with undreamed of combinations with which to thrash the AI, which is the approach that Civ 3 uses. Unfortunately that makes the game dull for many humans, especially those like myself who have already played a lot of Civ in previous versions, and now have been so spoiled by SMAC's rich environment.
I think at least temporarily the solution lies in two realms, though neither is eaasily done well. The first is multiplayer, which solves the entire problem while creating another, which is the slow pace of game development due to the necessary turnaround time. The other solution is the Europa Universalis factor. That is after you can thrash the AI playing Spain or Russia, you start to play other countries which are more and more difficult. Eventually you could play tiny non-Western countries, which have a hard time even hanging on in their own neighborhoods. The challenge is very scalable within the very same framework / rules set.
With multiplayer you want to design a game that has a good chance of starting the players out in more or less equivalent states, and you want a game system which can deliver a rich set of decisions and rewarding gameplay quickly, mainly so that the game itself can be wrapped up quickly enough to allow players to actually complete a few games. In a scalable challenge situation you will probably want to design some things in a completely opposite way. The game may well last a long time, though it should probably not last any longer than EU or SMAC does currently. Obviously there is no need for a "fair" start in this type of game, the challenge is to play the situation as it is.
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Tizzy
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I like the idea of the city view - I liked that in Civ II and with the different architecture in SMAC it would be great
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mrdynamic
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Minnesota
Jul 2001 time: 05:17
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1. Adding the ability to use anywhere from 2-14 factions when starting a game instead of always 7.
2. Smarter AI, but would a game sell that advertises "Now even more difficult to win !!!"
3. Better editors for designing new maps, new factions, and a faction graphics editor.
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k.k.fly
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enhance cruise missiles! they should also kill population and/or base facilities.
and bio-cruise-missiles.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:17
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How about minefields: every known hostile border on Earth has them, so why not be able to have the formers/ military units plant them (i.e. the equivalent of 1 or 2 arty barrages when invading a minefield square, +/- terrain and sensors)!?!
Also, what about submarines? I've been at a point in a number of games where a seacraft with enhanced stealth and attack capabilites would have come in REAL handy (not that I'm admitting I was losing the games, or anything....) destroying enemy blockades, or harassing enemy shipping, etc.
Finally, why does it take so long to get tanks? I would think that with the fungus plagued Planet, a unit capable of moving 3 squares a turn would be much lower on the tech chart (i.e. discovered much more quickly): we are a species that supposedly adapts quickly to its environs, yes?
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TresXF
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germany
Sep 2001 time: 06:17
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why are ppl complaining about the ai of smac?
i think this is futile: it is a fact that the age of true artificial intelligence, the existence of a real opponent for humans, is still years away.
it is also fact that the ai of smac is pretty good. compare it with other games. most tbs/rts/fps/... games are heavy scripted to disguise their stupidity, are using hardcoded lines to match the human. you should be happy with smac's 'free' acting ai.
btw, the original factions of smac/x are somewhat simple designed. try to use some good custom factions to have a challenging match. i hope to get my star trek ds9 mod (english version) done asap - maybe this would be a challenge for you.
@ darsnan: isn't there a submarine enhancement in smac already (manual unit construction)
Last edited by TresXF on 12-01-2002 at 13:55
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BonehoardTaffer
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Each box should come with an action figure of one of the faction leaders.
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