 |
|  |
 |
|  |
 |
|
big_canuk
|
 |
Leamington, ON, Canada
Jul 2000 time: 00:22
|
|
quote: Originally posted by MariOne

Could you please expound under which elightened shool of thought it should ever be considered as such?????
Even "definitely"?????????????????????????
|
You have nothing to say MariO!! You never play SP. Hah!
No really, I just think that for *me* it would be a cheat, because it makes the SP game easier again. And though micromanagement is a pleasure when it is needed to win, it is a chore when not.
quote:
Now, with all the due respect, this is in my opininon a blatant example ot typical Apolyton puritanism....
|
As you well know, I do not speak for Apolyton anymore than for ACOL or CGN. If I wanted to be as pointed, I could say your comment is just another piece of ACOL 'Poly bashing(envy). 
quote:
This can't even be related to the idiosincracy to perfectly legal game techniques, like armored and specialised crawlers. (mind we'd not be talking of upgrading them, but just about directly producing them, which is quite a different issue). |
Good point! The AI doesn't put in high value crawlers but neither do they pop boom or use crawler upgrades. So why ban one without the other. I guess it's because I just learned to do it, and it is yet *more* micromanagement. (Counting tiles or doing the math on tile co-ordinate differences half way accross the map is *definitely* a pain). Note that I did say, "I could ban it." I guess I could also not ban it. 
quote:
What if I AM producing a Hybrid Forest, because I need it, without second intentions? Should I be banned from popping pods nearer to that base, till I have completed the HF?
Should I... be forced to switch off the HF before attempting to pop the nearby pod???????????
|
That is the point I tried to make. High value facilities would have to be allowed because sometimes one would build them even without the possibility of a materials pod pop.
quote:
Do you realise how nonsensical the implications of your statements are?
|
Obviously not, or I wouldn't have made them! Sorry! It's just passion sometimes gets in the way of logic. Kind of a Human versus Vulcan thing I think. 
quote:
Why don't you ban Material Pods altogether, then???
Of course it's nice to confront opinions, and you can float whatever you like in your own games for your own amusement.
But if you hope to gain some consensus on your positions, I'd suggest that they make sense in the first place at least at basic level... 
No, wait, rethinking to it...
...making sense is DEFINITELY NOT a requisite to gather consensus, not even in r/l, on the contrary... |
You are right. No pods at all, or no materials pods would be the way to go, if the micromanagement of popping distant pods is to be avoided.
But..
I can play SP any way I want. (Not that I have anything to say either, because I don't play SP anymore either, except the occasional challenge and to playtest new strategies. Hah!) 
bc
|
|
|  |
 |
|
Spacecow
|
 |
St. Louis area, US
Aug 2001 time: 23:22
|
|
Here's a blatant bug you can have fun with concerning pod popping... don't know if it's been mentioned (let alone fixed in SMAX) yet... try popping a pod with a mind worm already on it. I've only succeeded in doing this twice, but golly it's fun!
You try to pop the pod and attack the mind worm at the same time by moving onto their square. The computer gives you what you'd get out of the pod, but forgets to make your unit move, and the mind worm is still there! So you still have your unit there with no damage and with his original move left. And you do it again. And once again, you get whatever the pod gives you. And you do it again. And again. And again... This is a particularly fun bug to exploit if you're in enemy territory, because (as we all well know) mind worms like to infest pods... and if you're repeatedly popping the same pod, you'll end up with several outcroppings of mind worm infestations for your enemy to enjoy! And you'll get oodles of money, and you'll end up with a monolith there, and you might get an earthquake there, you'll probably be surrounded by fungus at least once, and eventually, your unit will get zipped through a dimensional gate, out of the way of the mind worm swarm.
And if you're lucky enough to have had a couple of units there, you get to repeat the whole process with the second unit! 
|
|
|  |
 |
|
Earwicker
|
 |
Washington, DC, USA
Mar 1999 time: 00:22
|
|
Despite the possible negative consequences, I always go for pods near my central bases as quickly as I can. I want the specials working ASAP and can benefit from all the boosts (even the 10 energy from killing the worms). Ideally, I'll pair upa scout/ rover or a couple of rovers to clean up the messes. In the very beginning of the game, I rarely (never?) see mulitple worms pop out of pods.
Beside the ones which are very close to heartland, it depends which faction I am. If a greenie, then my worms immediately start scavenging afield and popping whatever they find. If planet-neutral faction, I tend to leave the major effort until I can get a positive planet rating - one of my favorite jackpots is to capture the IoD's that pop out (free transport AND free units, independent or at least clean on fungus). However, my recent forays into FM-friendly factions (esp. Morgan, Drones) have caused me to rethink the timing of the next burst of pods until the units are tougher.
Nothing bothers me like rushing a pod pop and losing my transport or foil, when I know I could have waited a little and killed/ captured the buggers and kept going.
|
|
|  |
 |
|
John Paul Jones
|
|
this was fixed in one of the patches
|
|
|  |
 |
|
vitamin j
|
|
Anymore, I play with pods off... The whole earthquakes and alien artifacts thing is just too much.
|
|
|  |
 |
|
big_canuk
|
 |
Leamington, ON, Canada
Jul 2000 time: 00:22
|
|
Yes, I am with MariO too, as long as I don't let my emotion get in the way. I think putting in a facility is reasonable.
However, if you put in a SP, it will skip over that base, and finish something at the next closest base.
However, if early in the game, say you put in a trance-plasma-rover crawler. This is *18* rows iirc. (trance synthmetal might be 16). That is enough to almost finish all the 20 row basic projects. It just makes SP an order of magnitude easier to play again.
So I don't change production before popping pods in SP. But I must, in MP and SP challenges to stay competitive. Alas.
bc
|
|
|  |
All times are GMT. The time now is 05:22. Apolyton Time is 00:22. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|