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Quote from: Yitzi on March 06, 2014, 07:54:12 pmIf convoys have negligible travel time and it's just extraction that's the issue then the distance shouldn't matter, and if the travel time is not negligible then there should be an actual turn delay.Yes, I suppose a crawler that is working a tile represents continuous transport. We don't see the trucks going back and forth -- which makes the screen less busy, less like Command & Conquer's crystal harvesters.The tiles worked by citizens in SMAX surely contain transport equipment. We don't see them shuttling resources. This is good, if you prefer less movement on your screen.But we do see a direct transfer of minerals when a crawler is cashed in towards a Secret Project or Prototype. So SMAX has a hybrid system for transferring minerals (and 1 unit of production for base-to-base convoys).In the end, what changes to convoys would make the game more fun and interesting to play?Well, if you can program crawlers to automatically harvest and return to base when full, that would be great. A fully loaded crawler would be a high priority target, which you must protect with an AAA Squad.But for now, I'd like to see the base-to-base convoy be more useful. If Sparta Command is thriving and Bunker 357 is suffering, I want to do something about it! <Santiago cares deeply.> Sure, I can send a terraformer to plant a forest or use credits to hurry production, but sending 4 minerals per turn (instead of the current limit of 1) would be worth the investment in a supply crawler.A simple transfer limit could be this: no more than 50% of a city's production can be convoyed. More sophisticated limits--as are being discussed here-- would be welcome, too.
If convoys have negligible travel time and it's just extraction that's the issue then the distance shouldn't matter, and if the travel time is not negligible then there should be an actual turn delay.
Why for example is it 100% efficient to crawl energy from a border borehole/solar to your HQ?
That would be nice to have re: retooling penalties. There could be 9 tiers actually (unit, SP, facility) to (unit, SP, facility). Granted 3 of those could probably be eliminated, logically SP -> unit is pretty similar to unit -> SP for example.
I think the below convoy-patrol/move mechanic only makes sense if the convoy 'charges' up excess nutrient/mineral/energy production for X turns before setting out.
I'd rather see a fire and forget system like the current but improved to be useful.
Another way to set a cap would be to limit a base's overall production based on pop. Not sure if that would be more or less intuitive.
Something like a convoy just can shuttle X resources. X modified by reactor linearly. Then diminished by distance (EFFIC). X should be roughly double what can be crawled else it won't be used. So somewhere around X = 5.
A crawler would have to sit in the base and collect up resources. For example a base with +5 nutrients. The crawler loads up 5 nutrients per turn. After 10 turns it takes these 50 nutrients to another base. Those 50 nutrients are then added to the new base. One issue here is that often you'd only want +2 nutrients in the target base such as for population booming. Generally N-convoying won't be that good unless the unload rate can be controlled.
For E-convoying, theres no benefit either unless the target base has multiplier facilities.
M-convoying, obviously is the most useful such as for SPs. In general the excess loadup and transfer is not going to be that powerful as opposed to crawling. Unless theres a multiplier involved, you benefit more by simply crawling the resource to begin with. Now with a crawler per base cap, it would add a level but only if the convoyable amount exceeds that which you could crawl.
Anyways I do favor fire&forget base-to base, and a crawler/base cap over resource-limited cap.
I wondered if a better nerf to crawlers would be to make them (optionally) cost 1 population like a colony pod? Essentially they function like an additional worker. That's what makes them so good - there's no population drop or B-drones like a new city, or N-drones needing PSY/police.
The only cost is minerals & former time. Nothing really beats dumping all minerals into crawlers pre-tree Farms.
That's why I also wondered about a clean mineral cap that goes up/down more with base size. If anything I kind of like this idea the more I think on it...it makes Pop-booming for longer, more important.
Alternatively, perhaps crawling penalties could be broken out by resource and negated by certain techs? Maybe this is a bit much, I'm not sure. But it's hard to argue that early-game mineral crawling to the ecodmg cap, and later on 100% nutrient crawling are the only real options.
Agree that there should be no CM cap. But then how do you curve ecodamage such that it doesn't get completely uncontrollable?
I'd argue of the 3 FOP, minerals are the most important early game. They're the most efficient to re-invest (pods, formers, crawlers, recycle tanks. E is weaker until facility modifiers. N isn't as crucial since a worker only costs 20N whereas a pod costs 40M. Therefore M are the bottleneck. M are also needed for SPs and military units. Without M you die!
The thing is early game formers don't even cost 1 mineral/turn. With PS you can run 2-3 per base for free. These calcs really ignore a lot including that Forest also spreads for free.
The incremental question here is how powerful is IA not the ideal strategy before it.
Even RC should be avoided IMO since police sentries are more efficient. Maybe for Lal or something who can afford to run early FM.
The other huge part of IA is that you can crawler boost a needed SP.
How about an ecodamage formula based on faction-wide M, allocated over each based on its M?
Then mitigated by # of Centauri techs
Therefore at low TECH, high M is punished more severely.
Creates an incentive to grow bases for more E than M.
Yea it would seem Librarian games would be faster (and perhaps more peaceful) as it's easier to run FM with 2 less N-drones.
Good points on ecodamage. This does curb the power of M-heavy late-game strategies. Although, they probably weren't overly powerful anyways once the E multipliers kick in.
Played around a bit without CM, have to agree it makes for a better game. Might try reducing the default PLANET multipliers for ecodamage a bit though. FM becomes a lot less viable at 6x the pollution of Green.
Note raising Hab is a big buff to Morgan (and moderate nerf to PKs).
I'm not sure raising Hab to 10 would have a huge impact otherwise. The thing is, you have to go for techs near IA to get food production up enough to get near size 7 anyways.
Of the early game facilities, I think I would only reduce HoloT's cost (maintenance). Yes Network Node, Energy Bank, HoloT are bad for low/small energy bases. Not sure this is a bad thing though as high E production should first require a lot of N production.
The thing is, E is always competitive if used right. Getting a tech first and trading it around for more techs or money is the only way to really stay ahead as a builder.
E can also be allocated to bases most in need (i.e. put into Recycle Tanks or Rec Commons) unlike M which you have to take what you get. Once a base has those then the value of M goes down (at least, until higher size/tech). Bases past #6 get less valuable (though still worth it) due to effic distance and B-drones, etc, etc. If anything lowering the N curve might be a good addition. Though that would have big impact. A better mod might be to allow overall techrate as a variable?
By N-drones I meant population size drones. Not sure the regular shortform (C-drones conquest, B-drone bureaucracy, P-drones pacifism)
Actually I feel that with ecodamage modded to be relevant then SE choice determines your strategy. Green will go heavy Forest (and some Boreholes) whereas FM has to go Farm/Solar and Kelp/Tidal.
Can't have much minerals now with FM past the mid game. FM/energy strategies should have the economic edge as Green has its own merits - strong native life, higher mineral production, and a lot less disruption from native life and fungal pops.
Perhaps just in the very early game I meant minerals were much stronger than energy. But the more I play I feel that E is just as important beyond that first expansionary burst.
Would be a nice variable to play around with though (SP rush ratio, unit rush ratio, and facility rush ratio). IMO they should all be 2:1 and some of the SPs/lategame facilities increased in cost.
Morgan I'm not too worried about really even if you do go with Pop:10 at Hab Complex. His -1 SUP really stings all game
Personally I think it's fine if IA is required past size 7. What makes IA so good right now isn't really the Hab portion anyways, it's the supply crawlers.
Actually being isolated is always a really bad thing in SMAC. Explore is as important as the others (Build/Conquer/Discover). If you don't find the other factions and trade/pact them then you will fall way behind a builder who does. That being said isolation can be very good. If your enemies are distant, you then don't have to keep much military.
Note though that raising hurry costs benefits M strategies (forest/mines) over E (solar/echelon).
And to get these you need E...WP might let you pre-build but still you need the techs to harvest fully.
And yea I do consider -1 SUP a pretty big penalty, one of the more steep ones. Early game this means only one unit supported per base. Meaning -1 minerals/base on top of the -10 on base construction (assuming comparing -2 SUP to -3 SUP though I find the SUP more needed than +2 GROWTH early, so I rarely go Demo early).
You certainly need at least one police sentry/defender so your second unit (usually formers) will need that support.
1 E from +1 ECON isn't as good as 1 M, so overall it's a penalty from the start. Morgan is good though because you can always get out 2 fast Recycle tanks at the start. The fast start outweighs the SUP penalty on later bases.
I think if Hab Complex were at 10 (which isn't a terrible idea at 80/2 cost), you'd want to bump it farther up the tree to another tech than IA. Perhaps one level to Silksteel or to another part of the tree less chosen, Optical Computers perhaps.