Prayer4theDying
Chieftain
- Joined
- Jan 8, 2005
- Messages
- 6
I wanted to start by saying that I'm loving what I'm seeing so far in this mod. My first thought when playing my first game of CIV4 was "man, why can't they finally build on SMAC with this kind of technology?" Lo and behold, I can see you guys decided to do a little more than just thinking. SMAC stands as my favorite game I ever played, and so I'm anxious to see that same sort of dynamic used today.
I haven't had time to check out your dedicated forum too much, but I did want to add my twocents on the initial moments of the game. I think Kael is on to something with many of his suggestions: to me, I just ask what made the opening moments of SMAC so much fun. Definately the exploration of the planet (and with a random environment, political status and ecology I can see this element expanding already), as well as the survivalist method of trying to find anyone helpful out there. I remember the joy of a Gaian mindworm popping up, as that usually signaled fairly good early relations, or the despair of Believers or Spartans somewhere closebye. I think this mod would have to keep and, hopefully, build on that same dynamic.
I really love the idea for building initial infrastructure for your faction out of your share of the wreckage. One aspect of it could be the pod you landed in, which would have a set amount of material with it, and other pieces could be found (and hauled back?) throughout Roanoke. It would have to be very limiting in a lot of ways, so as to force key strategic decisions early, but to also lend later flavor to the game. I could decide to build extra food stores or a more complex electrical array, a hanger for vehicular excursions or greater entertainment options. All of these choices would significantly change the nature of how my people approach their life and their subsequent lifestyles, which could make for more natural clashes between ideological foils... aka the survivalists who construct a house of worship out of the wreckage may try to levy their religious might in order to get enough food for their civilization from the hoarding agriculturalists nextdoor.
Just my initial thoughts. I'd love to see where this heads! God Bless.
Josh
I haven't had time to check out your dedicated forum too much, but I did want to add my twocents on the initial moments of the game. I think Kael is on to something with many of his suggestions: to me, I just ask what made the opening moments of SMAC so much fun. Definately the exploration of the planet (and with a random environment, political status and ecology I can see this element expanding already), as well as the survivalist method of trying to find anyone helpful out there. I remember the joy of a Gaian mindworm popping up, as that usually signaled fairly good early relations, or the despair of Believers or Spartans somewhere closebye. I think this mod would have to keep and, hopefully, build on that same dynamic.
I really love the idea for building initial infrastructure for your faction out of your share of the wreckage. One aspect of it could be the pod you landed in, which would have a set amount of material with it, and other pieces could be found (and hauled back?) throughout Roanoke. It would have to be very limiting in a lot of ways, so as to force key strategic decisions early, but to also lend later flavor to the game. I could decide to build extra food stores or a more complex electrical array, a hanger for vehicular excursions or greater entertainment options. All of these choices would significantly change the nature of how my people approach their life and their subsequent lifestyles, which could make for more natural clashes between ideological foils... aka the survivalists who construct a house of worship out of the wreckage may try to levy their religious might in order to get enough food for their civilization from the hoarding agriculturalists nextdoor.
Just my initial thoughts. I'd love to see where this heads! God Bless.
Josh