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  #1  
Old July 14th, 2003, 10:00 PM

Loser Loser is offline
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Default Re: Alpha Centauri Mod Discussion Thread

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Originally posted by Taera:
Ok everyone, here's an idea i had - do you remember that in AC the units work by "all or nothing" principle, meaning that a 10% unit is still fully functionable? well, we can implement that by having all components have like 1hp and armor be very strong - but once its beat down.. well... its beat down!
That would be exactly how Units work in SE IV. Of course, there is still the whole 'stacking' thing to work with. And all the stuff that doesn't work on Units. And the way they don't cost maintainance...
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  #2  
Old July 15th, 2003, 03:00 AM

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Default Re: Alpha Centauri Mod Discussion Thread

well, they do cost maintenance back in SMAC - and with -2 on support you do feel it
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Old July 15th, 2003, 03:40 AM
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Default Re: Alpha Centauri Mod Discussion Thread

That's a very interesting idea, Taera. I'm sure we could make it work just as you outlined (or using shields instead). If I remember correctly (is the correct acronym IIRC?), "Mote in God's Eye" by Niven and Pournell had a system where the shields built up energy and if they were overloaded they collapsed, destroying the ship.

I wonder, though, do we really want to do it that way? I would like to use the AC theme as a general basis for the mod, but I would also like it to be a very fun Space Empires game as well. And one of the things that I don't find fun about SEIV is the all or nothing combat (two fleets enter, one fleet leaves almost entirely intact). I would much prefer to see something more evenly balanced. If you have a battle that's roughly equal (5 destroyers versus 5 destroyers) then the results should be pretty devastating on both sides (5 half-destroyed ships on each side, or 3 completely destroyed ships and 2 badly damaged ones). That's why I would prefer to have leaky shields and leaky armor, less potent training facilities (or none at all), and less potent ECM and Combat sensors (perhaps 1% or 2% per level instead of 10%). Of course, I am always willing to be persuaded otherwise...

PS. Another thing I don't like is mines (the AI can't deal with them, and human players easily overcome them), which I would like to eliminate entirely.
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Old July 15th, 2003, 06:57 AM

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Default Re: Alpha Centauri Mod Discussion Thread

OK Chronon, i agree with you - its the theme thats important, not the game system. My bad, got confused for a moment

p.s here's a thought - how we gonna put abilities for units? i mean, ECM, Deep Radar, etc.
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Old July 17th, 2003, 07:13 AM
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Default Re: Alpha Centauri Mod Discussion Thread

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PS. Hugh, we haven't heard from you in a while. Are you still interested in doing the tech trees?
Yes. Just give me a little time to read some of the SE4 mod tutorials and such and finish a couple of other pet prodjects of mine and I'm all for it.
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Old July 17th, 2003, 07:30 AM
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Default Re: Alpha Centauri Mod Discussion Thread

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less potent ECM and Combat sensors (perhaps 1% or 2% per level instead of 10%).
1 or 2 percent is meaningless. All you are doing there is forcing a lot of pointless research on the players to get to something useful. 5% per level makes a difference in combat, but not a huge one. It is where the bonuses max out that is the bigger issue.
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Old July 17th, 2003, 07:30 AM
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Default Re: Alpha Centauri Mod Discussion Thread

I also have an Idea, to stay true to SMAC, I think we should make shields a highly advanced tech that comes along in late game. I think we should just have different kinds of armors and such that have different special abilities(like regenerating and partial regenerating shielding for "resonance" armor, ecm, that sort of thing)until then.

What do you think of having mindworms be troops, "spacelurks"(sealurks in space) be like battle cruisers , Ilse of the Deep be Carriers, and Locusts of Chiron be like drones(uncontrollable but deadly). Also we could make spore launches like satellites or weapons platforms and Fungal towers the same.
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