@Petek
La these:
Some improvements of SMAX are very good, the rest (many) are bad or even very bad. The mix does not make it for a good game to me.
(I am no SMAX veteran so I may be wrong in some points. If so, please correct me)
1. Seven new factions.
This is the best feature of SMAX, I admit. Had it been done properly, I'm all in. The possibility to have random 6 opponent factions spawned make the game setup much more interesting. Pirates, nice idea, alien factions, great. Now, the probles: 1) they're unbalanced, some are very strong. Yes, as Vyeh said you may leave them to AI. 2) AI was not taught to play the new factions, not even the very basic things. E.g. pirates don't build nearly enough seaformers (incredible), alien factions can be wiped out super-easily with usage of [that extra ability that reduces pop with every attack]. So we have great feature, I'd say the best feature of SMAX which is half-finished.
2. New native life forms (fungal towers, spore launchers, sealurks).
This could be nice, but again, it is half fonctional. Alien units at times attack themselves (huh?) or don't attack your alien worms. Some of the units are crazily overpowered / underpowered. In one of my first games of SMAX, I landed near an alien faction. The guy immediately DoWed on me and about turn 40 walked into my territory with one of the giant units. It wrecked my whole faction in few turns. I reloaded my first save, pumped everything into units. That thing walked again all over my units. I reloaded twice more, retried the game (and no, I am not a SMAC newbie) without any success. Do you think this is normal for a strategic game? Is it balanced?
3. New landmarks
These are in SMAC 4.0 as well.
4. Tectonic and fungal missiles.
Fungal missiles, nice. Tectonic missiles? Are they serious? I could not believe my eyes the first time I saw this. Otherwise, I question the usage of these things, I guess they are hardly good for anything. (maybe in some special scenario). Cool, but useless for human player.
5. Multiple new special abilities.
Second (and last) good point of SMAX in my list, after the factions (which are so so). AI does not use them properly, but that was in SMAC as well.
6. Multiple new base facilities
Sea improvement facilities, not bad, although it makes sea too similar to land. In SMAC, sea bases are far from useless - I can't see how you can say that. They are fragile, but potentially very rewarding. I found that a great piece of design from Reynolds, Sea bases are an opportunity, but you need to protect them and feed them with units/minerals which is hard. SMAX erases the difference. Also - AIs don't build those facilites enough, do they? How surprising...
- And you somehow forgot all other factilities that are totally crap. I hate all those extra +Probe things. Anybody who played SMAC knows that probes don't need extra levels, you just run them repeatedly to make them elite. It's more fun as well.
7. Four new secret projects.
Cloudbase academy. Instead of doing something reasonable with unbalanced flight from SMAC they invented this.
8. Nine new techs.
Which one of them is useful? More of clutter things that enable more alien levels (boring and useless), more probe levels (see above).
Summa:
SMAX = lot of new content, 30% is good, 70% clutters the game.
SMAX's AI is abysmal, worse than SMAC's. It was not taught to work with the new content.
(In MP, SMAX can probably be superior to SMAC. In SP, I think SMAC is better in terms of clean, proper game desing with great spirit and minimum of useless parts of the game.)
Post edited June 17, 2011 by kyrub