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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:22
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quote: Originally posted by Mr. President
I actually agree with you, Sikander. One of the few games of recent years that I never beat was Chessmaster. (Okay, perhaps that's not as recent as I made out.) (My father beat it once, but he's a chess legend.)
As a natural builder, I would actually rather spend time on internal politics (I used to watch Parliament Question Time) than micromanage warriors for two thousand years across a game simulation of Earth territory that I know can be crossed in a couple of months. 
Have you surfed over to Stella Polaris and suggested this? |
I tried to drop back by not too long ago, but I couldn't find it (my old link was kaput). Is there a working link here on Poly? Anyway, I have plenty of ideas about game designs, and precious little time to actually work on games. Most game projects have a surplus of people like me and a deficit of programming and artistic talent. Unfortunately the time I spend on Apolyton is largely borrowed from my employer, and I really can't get too much more involved than reading threads and posting a bit, lest my work begin to suffer.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:22
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quote: Originally posted by Blake
I must say Warcraft 3 is an excellent game, probably one of the best RTS games of all time. It takes good aspects from other games and adds some very innovative features (like Upkeep and creeps, neutral enemy monsters, in multiplayer), it also doesn't let reality tie it down, as well as taking place in a fantasy world, things like upkeep are there purely for gameplay and enjoyment rather than realism. And ofcourse it looks absolutely fantastic. My only gripe is rather than a "Real time Strategy" game it's more of a "real time micromanagment" game, given two strategically matched players, he who is better at micro will easily win.
Still it does give plenty of avenues for effective play, from massing units to micro'ing a couple of heros and is more addictive than crack.
I can say that RTS games are lightyears ahead of TBS games in virtually all aspects. |
Perhaps an unfair knock on a game I have only seen someone else play. I just can't take the clickfest nature of most RTS games, having burned out on video games in about 1979. I have played a few pseudo-real time games like Railroad Tycoon and Europa Universalis which allow you to pause or slow the action in order to give a moment's thought to your options, or go to the bathroom etc. I still prefer turn based games though, as I spend almost all of my time taking my turn, and none waiting for something to happen, getting bored, turning up the speed and getting a pain in my neck and shoulders from waiting with my hands ready to hit the pause button should anything happen.
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vee4473
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New Jersey
Feb 2000 time: 00:22
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Let me tell you that the units and techs in SMAC are very abstract (not very understandable), so if you are looking for real world types of units and technologies, you won't find them. However, they are very interesting and fun. Think of it this way...When you watch a Star Trek epsiode and listen to spock or data ramble about some sort of technology, but you don't really get it, but at the same time it's interesting...it's like that i think.
Also, you can, in SMAC, design your own units. So you can have choose to have a tank and put whatever weapon your current level of technology allows onto it.
This is NOT to say that SMAC is bad, you just asked about the units and techs. I happen to love SMAC, but if you aren't into science fiction, then you might have a hard time getting into it.
Also, as for the grapihics, they are different from civ3 in the sense that SMAC has 3d elevation effects. Not the type you see in civ3 where only one tile looks like a mountain, but the ground slopes either up or down over several tiles. It's cool I think.
Next, you start SMAC just like in civ, with a settler unit and some other units. You build from there.
Finally, there are mountains and hills and such in SMAC, but there are also more alien terrains like fungus and..well..you'll have to get the game...
hope i helped

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Artifex
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Kentucky USA
Apr 2002 time: 05:22
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P.S. those jets like things are 10x more powerful than cavalry. Everyone in civ 3 thinks cavalry is too overpowered LOL. Once you got them it was only weapon you needed if my memory serves me (it's been 2 years lol). Just build them en masse and game is over.
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CEO Aaron
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Everything has its price. Even you.
Aug 2002 time: 05:22
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quote: Posted by Willem
It's not the jets, it's the helicopters. With their multiple attacks, they're way over-powered. Once I get to the point that I can start making them, the game starts turning in my favour, and I'm guarenteed to win the game. But at least getting to that point is a fun challenge! |
I hate to differ with you here, but Needlejets are just as effective and useful as choppers, both of whom have their uses, I might add. Certainly choppers are exceedingly good at cutting down vast numbers of troops, especially low quality troops, but the needlejet can bomb improvements, have better range, and most importantly, block the passage of ground troops.
Both types of units are extremely effective, making interceptors or units with high armor and AAA worth the minerals you paid for them, but I wouldn't call either overpowered, at least no more overpowering than X-missile rovers are against those who don't have them.
The problem with Air power is the AI's apparently random selection of what types of units to build. I've fought a far more populous and technologically advanced Yang, simply because he would divert his considerable industrial might to all sorts of idiotic units, such as marines when all our cities are on the same landmass, or trance troops when I'm fielding no native units.
In addition, it seems like every unit the AI fields tends to have the most expensive armor and weaponry available. While this does make for a flexible army, a more balanced force of dedicated attack troops combined with garrisons to hold your winnings is, as we all know, far cheaper.
If the AI, or heavens forbid, the unit auto-designer could be rewired to make more effective troops, you might see a more challenging AI. Until then, the only challenge the AI will offer is co-opting early wonders to stunt your build climb.
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Willem
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Canada
Dec 2001 time: 00:22
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quote: Originally posted by CEO Aaron
I hate to differ with you here, but Needlejets are just as effective and useful as choppers, both of whom have their uses, I might add. Certainly choppers are exceedingly good at cutting down vast numbers of troops, especially low quality troops, but the needlejet can bomb improvements, have better range, and most importantly, block the passage of ground troops. |
I find after awhile that Needlejets are pretty limited. The more I use them against a faction, the more AAA units I encounter. Plus they tend to get blown out of the sky by Interceptors, making a Needlejet attack very costly. Copters on the other hand can hit and run, returning to a base to heal for the next sortie.
quote: ... but I wouldn't call either overpowered, at least no more overpowering than X-missile rovers are against those who don't have them. |
The main problem is the AI doesn't know how to use air power very well. I don't know how many times I'd see scads of Needlejets flying by, but they rarely attack me. And I seldom get attacked by Copters. Once I start getting a few air units in the field, especially Copters, I can always run away with the game, with little opposition. That's when it starts getting boring for me.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:22
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quote: Originally posted by Adalbertus
Overall, I see Choppers much more effective, not so much for the multiple attack but for their ability to retreat. I usually build clean s-gas choppers and clean SAM noodles. The noodles defend themselves when they are on their turn out. Depending on the tech levels, an attacker is lost or at least in a bad shape after attacking a SAM noodle (the AI likes it anyway). I use noodles for bombing and blocking, too but the main attack work - choppers. And it's easy to see which is the SAM and which the bomber. |
While I totally agree that choppers are far more powerful than jets and use a similar strategy in the sense that the bulk of my jets are interceptors after a while, I cannot agree with your assessment of the defensibility of a SAM noodle.
The way to kill airpower on the counterattack is simple . . . . SAM rovers. In an attack from a ground unit against an air unit, the air unit defends with its armour. With no defensive multipliers ( you are over enemy territory) the jet is a dead duck. If you can put on armour that exceeds your enemies available weapons, you must have such a tech advantage that tactics are almost irrelevant. Note that before your enemy has SAM abilities, your planes will have the strength you indicate. After, a laser rover takes down any regular plane and armouring te planes is almost never worthwhile.
I find that trying to build units with survivability ( in enemy territory) is a losing proposition with an enemy thats even close to you in tech although you will have a window if you are the first to fusion power. Otherwise, the discrepancy between available weapons and available armour just means that attackers generally win ( here I am talking about troops and planes outside their territory and therefore granted no defensive multipliers). Name the unit and there is always one (or some combination) that can pretty easily snuff it out.
While defense is feasible in your own bases, I have always thought that the best way to ensure the surviavability of an attack force is to attack hard and in numbers to kill that counterattack before they get a shot off
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