Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: bvanevery on November 04, 2018, 01:30:27 am

Title: probe team success rate
Post by: bvanevery on November 04, 2018, 01:30:27 am
Is "probe team success rate" anything different than an increase in probe team base morale?  Like can probe teams from different factions both have the same Elite rating, but one has a higher success rate than the other?  Increases in probe team success rate are granted by various technologies using the following flag:

Code: [Select]
;            000000010 = Improves Probe Team success rate
The following techs use the flag:

Code: [Select]
Polymorphic Software,       Poly,    2, 3, 1, 0, Indust,  InfNet,  000000010
Pre-Sentient Algorithms,    Algor,   2, 4, 3, 2, MilAlg,  Cyber,   000000010
Digital Sentience,          DigSent, 0, 4, 3, 2, IndRob,  MindMac, 000000010
Self-Aware Machines,        HAL9000, 0, 4, 3, 3, NewMiss, DigSent, 000000010
Mind/Machine Interface,     MindMac, 4, 0, 2, 2, DocAir,  Neural,  000000010

Somehow the Hunter-Seeker Algorithm and Algorithmic Enhancement figure into this as well.  Plus there are Secret Projects that increase probe team abilities:

Code: [Select]
The Nethack Terminus,         40, 0, HAL9000, Disable,  Stronger Probe Teams,            0, 1, 2, 1, 1,
The Telepathic Matrix,        60, 0, Eudaim,  Disable,  No More Drone Riots; +2 PROBE,   0, 1, 0, 0, 1,

This is in addition to Social Engineering choices.  I'm thinking, the number of buffs available for probe teams is a little ridiculous!  I find myself worrying about it because of the armored probe team exploit.  It turns out they defend exactly like Combat units.  Even though they are Noncombat units, they do not suffer the Noncombat defense penalty.  So you can have a chunk of armored probe team defending bases, not paying any SUPPORT cost for it, and easily jacked to Elite!

Bear in mind that Command Centers, Bioenhancement Centers, and Covert Ops Centers also raise probe team base morale when built at those facilities.

One way to mitigate this inflated probe team economy, is to get rid of ALL the tech flags that give probe teams additional buffs.  I'd definitely do that if Success Rate is just a synonym for Morale.  Any evidence that they're 2 different concepts?
Title: Re: probe team success rate
Post by: bvanevery on November 04, 2018, 01:48:18 am
By digging around in the AC Wiki resources, I found an old thread:
Breakdown of chances for probe team actions, per morale and type of mission (http://alphacentauri2.info/index.php?topic=2761.0)

The research looks good.  It claims (http://alphacentauri2.info/index.php?topic=2761.msg14674#msg14674):
Quote
As for PROBE ratings - the user's PROBE only affects the chance indirectly, via additional morale bonus to attacker's probe team. There is no additional chance and no bonus effect past Elite.


I think this implies everyone's probe teams are "guaranteed ridiculous" as they go farther along in the tech tree.  I'm thinking all these tech buffs to PROBE should go bye-bye.
Title: Re: probe team success rate
Post by: Vidsek on November 04, 2018, 02:42:10 am
  Well, now.   If that documentation is correct, then I agree with removing many of the surplus probe boosts.   What's the point of even having grades of moral on them otherwise.

  Getting morale increases from techs without the effort of building a facility doesn't seem like a good idea for gameplay or lore/plot/color of the game.

  So yeh, keep the five or so facilities that boost probe morale, ditch the five tech flags.
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