Your reply dovetails into a thought I've been mulling around for a while now:
While Rome burned Nero fiddled.
And while our world burns today we are too busy fiddling around with our everyday gadgets to care.
In essence we are too busy with our everyday lives to lend credence to our online postulations. I am just as guilty of this as the next individual is these days, and I think that's why I was trying to cite examples for everything I pointed out above in regards to SMACX being a classic while BERT is not, and asking you to do the same in regards to the comments you were making. If you don't want to, then as noted above, understood these days....
Regardless, I think this back and forth with you has given me a GREAT idea for a new SMACX scenario, one which stretches the bounds of the SMACX game dynamics! I'll see about chunking this out in the next few weeks!
And of course this same thought process segues back into the what this topic is about, which is why SMACX is a superior game to BE: the BE game dynamics, especially its default sets of rules, are very confining. To highlight this, why one of the beefs I have with sci-fi in general is that it seems in most of the sci-fi story settings all planets have the same general gravity of one Earth Standard, whereas just looking at our own solar system the argument can easily be made that our species will need to colonize a host of planets which are uncomfortably outside this norm. I've tinkered around with the SMACX rulesets to emulate a low grav environment on a planetoid or asteroid (in a nutshell: +1 infantry movement, +1 speeder movement, and because of little to no atmosphere then no winged or prop based units, and with the reduced gravitational tug then drop units and missiles are easier to generate!), and the game engine has responded most admirably, and this will be the theme behind the above-mentioned scenario. Can the BE game engine be stretched as dynamically to emulate a low grav environment? I think because of its 1UPT that this is essentially ruled out, as the AI game programming just couldn't successfully handle the dynamics of adding +1 movement to each of the fundamental units of the game, and the base game doesn't even support drop units, which I don't understand.