Maniac
Apolyton Sage
Anyone got any ideas for promotions (gained through XP) and special abilities (put on a design)? I'll publish this after the next release.
Some ideas I had:
Promotions
Anti-Infantry: +25% vs Infantry. Possible other name: Plasma Thrower or Plasma Shard. Could also give +25% attack against native life. Possible overlap with Empath Song though. And if called Plasma Shard it probably makes more sense as a special ability than as a promotion.
Anti-Tank: +25% vs Rover, Hovertank and Treaded. In SMAC tradition this could be renamed ECM. Though that seems more like something which would give a defensive bonus against missiles.
Combat I to V: +10% strength. Should these be renamed Disciplined to Elite? If so, what about Commando? Given that Civ4 also has a promotion called Commando? Rename which one, and to what?
Commando: can use enemy roads.
Hypnotic Trance: would like this to be promotion as well as special ability which gives +25% or +50% psi defense, and gives bNoBadGoodies. Impossible though.
Empath Song? +25% or +50% psi attack. Promo and/or special ability?
Resonadar: this is currently a special ability. Though how about this being a promotion becoming available with a psionics/centauri tech, gives +1 visibility and can spot invisible native life and cloaked units, while Deep Radar would become a special ability which becomes available with some computers tech, gives +1 invisibility and can spot invisible submarines? Not possible to implement at the moment though.
Special Abilities
Question here first: do we want some special abilities to require another special ability? For instance a Marine Detachment requires a Storage Bay. Or Drop Pods require Jet Pack. Or would that make things too complex or confusing?
AAA Tracking: +Interception ability
Prereq: High Intensity Lasers
Available to Treaded, Cruiser (and Foil??)
Cloaking Device: invisibility
Prereq: Temporal Mechanics??
Available to Hovertank and Interceptor
Drop Pods: gives drop range
Prereq: Kinematics
Available to Infantry
Jet Pack: can attack without amphibious penalty
Prereq: Needlejet
Available to Infantry
Marine Detachment:: can capture enemy ships
Prereq: Needlejet?
Available to Foil and Cruiser
Storage Bay: +1 cargo capacity
Prereq: NONE?
Available to Foil and Cruiser
***
Some thoughts about SMAC special abilities:
Super Former, Fungicide Tanks: not worth making Formers designable units just for these IMO. Similar effects could be given by a tech (eg +x% work rate) or a resource (eg one which doubles fungus removal speed).
Comm Jammer/ECM: ??
Antigrav Struts: +1 movement, make it available to infantry?
Empath Song: should definitely be included IMO
Polymorphic Encryption: was useless in SMAC. In Civ4 even more, considering there is no bribing
High Morale: free Combat I promotion or XP. Is this considered worth including as a special ability?
Clean Reactor: Include?
Blink Displacer: Include?
Nerve Gas Pods: Include somehow??
Non-Lethal Methods: Include? Personally I'd like to avoid hordes of cheap lowest strength police units though, especially since military happiness is unlimited in Civ4.
Soporific Gas Pods: -2 enemy morale vs non-native: just another variation of a strength boosting ability
Dissociative Wave: fizzles special abilities. Interesting concept. Would need some thought on where to apply it to Planetfall.
Fuel Nanocells: Include?
Algorithmic Enhancement: not worth making probe teams designable IMO. Spy boosts can just be given for free by techs if desired.
These are already included in some form, either through a special ability, inherent chassis effect or total concept unit:
Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces
Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships
Some ideas I had:
Promotions
Anti-Infantry: +25% vs Infantry. Possible other name: Plasma Thrower or Plasma Shard. Could also give +25% attack against native life. Possible overlap with Empath Song though. And if called Plasma Shard it probably makes more sense as a special ability than as a promotion.
Anti-Tank: +25% vs Rover, Hovertank and Treaded. In SMAC tradition this could be renamed ECM. Though that seems more like something which would give a defensive bonus against missiles.
Combat I to V: +10% strength. Should these be renamed Disciplined to Elite? If so, what about Commando? Given that Civ4 also has a promotion called Commando? Rename which one, and to what?
Commando: can use enemy roads.
Hypnotic Trance: would like this to be promotion as well as special ability which gives +25% or +50% psi defense, and gives bNoBadGoodies. Impossible though.
Empath Song? +25% or +50% psi attack. Promo and/or special ability?
Resonadar: this is currently a special ability. Though how about this being a promotion becoming available with a psionics/centauri tech, gives +1 visibility and can spot invisible native life and cloaked units, while Deep Radar would become a special ability which becomes available with some computers tech, gives +1 invisibility and can spot invisible submarines? Not possible to implement at the moment though.
Special Abilities
Question here first: do we want some special abilities to require another special ability? For instance a Marine Detachment requires a Storage Bay. Or Drop Pods require Jet Pack. Or would that make things too complex or confusing?
AAA Tracking: +Interception ability
Prereq: High Intensity Lasers
Available to Treaded, Cruiser (and Foil??)
Cloaking Device: invisibility
Prereq: Temporal Mechanics??
Available to Hovertank and Interceptor
Drop Pods: gives drop range
Prereq: Kinematics
Available to Infantry
Jet Pack: can attack without amphibious penalty
Prereq: Needlejet
Available to Infantry
Marine Detachment:: can capture enemy ships
Prereq: Needlejet?
Available to Foil and Cruiser
Storage Bay: +1 cargo capacity
Prereq: NONE?
Available to Foil and Cruiser
***
Some thoughts about SMAC special abilities:
Super Former, Fungicide Tanks: not worth making Formers designable units just for these IMO. Similar effects could be given by a tech (eg +x% work rate) or a resource (eg one which doubles fungus removal speed).
Comm Jammer/ECM: ??
Antigrav Struts: +1 movement, make it available to infantry?
Empath Song: should definitely be included IMO
Polymorphic Encryption: was useless in SMAC. In Civ4 even more, considering there is no bribing

High Morale: free Combat I promotion or XP. Is this considered worth including as a special ability?
Clean Reactor: Include?
Blink Displacer: Include?
Nerve Gas Pods: Include somehow??
Non-Lethal Methods: Include? Personally I'd like to avoid hordes of cheap lowest strength police units though, especially since military happiness is unlimited in Civ4.
Soporific Gas Pods: -2 enemy morale vs non-native: just another variation of a strength boosting ability
Dissociative Wave: fizzles special abilities. Interesting concept. Would need some thought on where to apply it to Planetfall.
Fuel Nanocells: Include?
Algorithmic Enhancement: not worth making probe teams designable IMO. Spy boosts can just be given for free by techs if desired.
These are already included in some form, either through a special ability, inherent chassis effect or total concept unit:
Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces
Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs
Amphibious Pods, 1, DocInit, Amphibious,000000001001, Attacks from ship
Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Air Superiority, 1, DocAir, SAM, 000000001111, Attacks air units
Deep Pressure Hull, 1, Metal, Sub, 000000111010, Operates underwater
Carrier Deck, 1, Metal, Carrier, 000101101010, Mobile Airbase
AAA Tracking, 1, MilAlg, AAA, 000010001011, x2 vs. air attacks
Heavy Artillery, -7, Poly, Artillery, 000010001001, Bombards
Hypnotic Trance, -1, Brain, Trance, 000010111111, +50% defense vs. Psi
Heavy Transport, 1, Disable, Heavy, 000100100111, +50% transport capacity
Repair Bay, 1, Metal, Repair, 000100100111, Repairs ground units on board
Marine Detachment, 1, AdapDoc, Marine, 000001001010, Capture enemy ships