Myth and Legend
Prince
- Joined
- Jan 16, 2014
- Messages
- 328
I've been playing SMAC since the demo of the original game. I love this game and still carry it around on a flash drive, in case I have a free PC and time to kill. It is by far the most immersive of the civ games for me, because of the atmosphere just oozing from the game.
Here is a list of the features which were IMO unique to SMAC that must make it back in the game:
1. Believable futuristic tech
We already completed the Human Genome Project here in the real world and we are working on a supercollider. Yes, we are a long way from Monopole Magnets, let alone Controlled Singularity, but still it feels so right to look at the tech tree for SMAC.
2. Fleshed out leader personalities.
This is so prominent in SMAC. You know that Miriam will be a psycho. You know Deirde will whine about Planet. You know Morgan wants to trade and build up. Yeap. The leaders are fleshed out not only via comlink communication, but also through tech and SP quotes (see more below). We know the way Yang views humanity and the role of the individual. We see the lengths he will go, for example by creating the GENEJACK (his "gift" to society). We know Zach approaches taboo experiments, and how Morgan felt compelled to nerve staple some drones in regards to a protest against the implementation of research hospitals.
3. The design style of technologies, varied and immersive voice-acted quotes on technologies and secret project / wonder movies (NOT still images).
The graphic design is very peculiar and consistent. The profile of a man looking to the right. The basic shapes. It just fits so well. It brings atmosphere. I know many of the quotes by heart. Sometimes they pop into my head as I go about my day. Much better than the bible quotes in Civ 5 IMO.
http://www.youtube.com/watch?v=24OXzIRIiMQ#t=529
http://www.youtube.com/watch?v=yMIxYbhWQMI
http://www.youtube.com/watch?v=iwqN3Ur-wP0
http://www.youtube.com/watch?v=Lva8L-J8x04
http://www.youtube.com/watch?v=jdCB9yE9Hcc
4. The Workshop
The ability to combine arms, armour, chassi and two special abilities to tailor units to our needs and preferences is leaps and bounds ahead of anything else presented in a TBS game. We need this. We want it. We want the Deathsphere Mark II. We want the Laser Skimships, the Missile Rovers...
5. Mind Worms
You thought Civ 5 barbs are bad? At least they can never ever kill your city (realistically). In SMAC you can lose expansions to random wandering worms. You can lose a late game, size 30 city to worm rape because of eco damage. Yeap.
6. The Morale system
A rich, pacifist society will produce worse troops than an autocratic spartan like society. And so it does, and it counts. Especially when considering who can break psychic paralysis to fry the mind worm boil.
7. Probe Teams
These made the game much more varied and interesting. I miss them in Civ 5 though I do like the great people. It's just not the same however.
8. Terraforming
Raise/Lower ground. Make mountains to condense cloud cover and get more fertile lands. Raise plateaus to maximise solar collector yield. Drill boreholes. Plant forests. The economy of SMAC was much more complex and varied (bar one exception I will mention below) and that is because of the terraforming options.
9. Social Engineering
This was the proto variant of civ 5 social policies. It had flavour and I hope it returns and is expanded.
10. Transcend difficulty
The AI had bonuses, sure, but it wasn't in your face GL at turn 18 trololo like in Civ 5. I've never felt bored in SMAC because the AI knew how to make war or how to snag SPs. It shared tech so the player had to be careful.
Things that must be reimagined and rebalanced:
1. Get it or lose technologies/strategies
Supply crawlers ruin the game for me. They make most economic setups obsolete, and they remove the problem of city unhappiness because you are running only specialists and bore holes and you are crawling 50 nutrients to that city. This has to be severely limited or downright removed and replaced with something like the food/hammer caravans of Civ 5. Every SMAC strategy which doesn't involve "pick Miriam, kill everyone in 100 turns" instead involves "beeline to Industrial Automaton".
The same thing we have in Civ 5 with Philosophy/National College. Limiting strategy choices because one path is obviously vastly superior is poor game design and needs to go.
2. Insta buying secret projects: it's tempting, but it's unrealistic. So if you dump a million gigawatts of power you can construct the Maritime Control Center in one turn? How? Do you materialize the steel plating needed to build it out of electricity?! It doesn't make sense.
3. Unit stacking
Hey, I've played tons of SMAC that doesn't mean I look fondly at watching 50 Impact Rovers moving around. Still, it has to be considered, because natural unit spammers like Yang must have a way to "zerg rush" an opponent effectively.
I'll add more as people respond to the thread.
Here is a list of the features which were IMO unique to SMAC that must make it back in the game:
1. Believable futuristic tech
We already completed the Human Genome Project here in the real world and we are working on a supercollider. Yes, we are a long way from Monopole Magnets, let alone Controlled Singularity, but still it feels so right to look at the tech tree for SMAC.
2. Fleshed out leader personalities.
This is so prominent in SMAC. You know that Miriam will be a psycho. You know Deirde will whine about Planet. You know Morgan wants to trade and build up. Yeap. The leaders are fleshed out not only via comlink communication, but also through tech and SP quotes (see more below). We know the way Yang views humanity and the role of the individual. We see the lengths he will go, for example by creating the GENEJACK (his "gift" to society). We know Zach approaches taboo experiments, and how Morgan felt compelled to nerve staple some drones in regards to a protest against the implementation of research hospitals.
3. The design style of technologies, varied and immersive voice-acted quotes on technologies and secret project / wonder movies (NOT still images).
The graphic design is very peculiar and consistent. The profile of a man looking to the right. The basic shapes. It just fits so well. It brings atmosphere. I know many of the quotes by heart. Sometimes they pop into my head as I go about my day. Much better than the bible quotes in Civ 5 IMO.
Spoiler :

http://www.youtube.com/watch?v=24OXzIRIiMQ#t=529
http://www.youtube.com/watch?v=yMIxYbhWQMI
http://www.youtube.com/watch?v=iwqN3Ur-wP0
http://www.youtube.com/watch?v=Lva8L-J8x04
http://www.youtube.com/watch?v=jdCB9yE9Hcc
4. The Workshop
The ability to combine arms, armour, chassi and two special abilities to tailor units to our needs and preferences is leaps and bounds ahead of anything else presented in a TBS game. We need this. We want it. We want the Deathsphere Mark II. We want the Laser Skimships, the Missile Rovers...
5. Mind Worms
You thought Civ 5 barbs are bad? At least they can never ever kill your city (realistically). In SMAC you can lose expansions to random wandering worms. You can lose a late game, size 30 city to worm rape because of eco damage. Yeap.
6. The Morale system
A rich, pacifist society will produce worse troops than an autocratic spartan like society. And so it does, and it counts. Especially when considering who can break psychic paralysis to fry the mind worm boil.
7. Probe Teams
These made the game much more varied and interesting. I miss them in Civ 5 though I do like the great people. It's just not the same however.
8. Terraforming
Raise/Lower ground. Make mountains to condense cloud cover and get more fertile lands. Raise plateaus to maximise solar collector yield. Drill boreholes. Plant forests. The economy of SMAC was much more complex and varied (bar one exception I will mention below) and that is because of the terraforming options.
9. Social Engineering
This was the proto variant of civ 5 social policies. It had flavour and I hope it returns and is expanded.
10. Transcend difficulty
The AI had bonuses, sure, but it wasn't in your face GL at turn 18 trololo like in Civ 5. I've never felt bored in SMAC because the AI knew how to make war or how to snag SPs. It shared tech so the player had to be careful.
Things that must be reimagined and rebalanced:
1. Get it or lose technologies/strategies
Supply crawlers ruin the game for me. They make most economic setups obsolete, and they remove the problem of city unhappiness because you are running only specialists and bore holes and you are crawling 50 nutrients to that city. This has to be severely limited or downright removed and replaced with something like the food/hammer caravans of Civ 5. Every SMAC strategy which doesn't involve "pick Miriam, kill everyone in 100 turns" instead involves "beeline to Industrial Automaton".
The same thing we have in Civ 5 with Philosophy/National College. Limiting strategy choices because one path is obviously vastly superior is poor game design and needs to go.
2. Insta buying secret projects: it's tempting, but it's unrealistic. So if you dump a million gigawatts of power you can construct the Maritime Control Center in one turn? How? Do you materialize the steel plating needed to build it out of electricity?! It doesn't make sense.
3. Unit stacking
Hey, I've played tons of SMAC that doesn't mean I look fondly at watching 50 Impact Rovers moving around. Still, it has to be considered, because natural unit spammers like Yang must have a way to "zerg rush" an opponent effectively.
I'll add more as people respond to the thread.