Yeah, Cybergod, you're right about the SP movies. Running a quick check in /usr/local/games/smac/data/movies (I use the fabulous Linux port by Loki), the average SP movie is 7 megabytes, which means that they will (on average) take 20-25 minutes each to download if they stay MPEGs. However, (and, as a Linux user, it pains me to say this) they could provide a Windows *shudder* Media file (.wma) or QuickTime *shudder shudder* file (.mov) for about one-third the space.
Several more things that I'd like to see (these were refreshed in my mind after a 14-hour SMAC-fest on my home box):
1) Cross-platform MP:
As it stands now, Linux (yay!) and Windows (boo!) copies of SMAC can't play against each other, because the Windows copy uses proprietary Microsoft networking. To go with my metaserver idea, it would be possible to run a server that acts as a go-between for the two platforms.
2) Higher production values:
The SP movies (especially for Clinical Immortality, if I remember correctly; the MPEGs don't play right with plaympeg, the Linux MPEG player outside of the game) are kinda lame in parts -- I mean, just look at the "Morgan TV" logo.
3) Custom blurbs:
The game needs a TTS (Text-to-Speech) engine and a set of pre-made voices. This would enable the game to have all sorts of cool things -- audio diplomacy, custom faction blurbs, and other fun stuff (it should, ideally, have a way to be disabled for low-spec machines).
4) Sprite editor:
If you look in your SMAC data directory, there are a whole mess of sprite files, like units.pcx. The only way to modify these is to use a graphics editor (Paint on Windoze, The GIMP on Linux), and even then it's dicey. A separate sprite editor (on the SMAC2 disk) would be nice.
5) Concurrent development:
I hated, and I'm sure the entire Linux community hated, too, the 9-12 month delay on the Loki port of SMAC/SMACX (their official explanation, from loki.games.smac on Usenet, was the delay was due to packaging problems).
If Loki still developed and sold the port, but Firaxis distributed it, it would be a boon to all future SMAC mod-packs, upgrades, or se(pre)quels, not to mention the fact that it would be a heck of a lot easier to find in stores.
6) Printouts:
I liked the feature in CivII of being able to print out a world map (in two different sizes) or information on your empire, including a colorful tech-tree. I'd like to see this come back in SMAC2.
7) Client-server multiplayer model:
I have a P3/933 box at home, and I dislike waiting for my multiplayer opponents' computers to crunch their numbers. All MP calcs should be centralized on the fastest computer available (by available, I mean that the player on the computer has already finished their turn and has nothing else to do with the CPU cycles) even though it would require more networking overhead; or, alternately, there could just be a client and server part to the game, as with FreeCiv (
http://www.freeciv.org).
8) Base Assimilation:
In the current SMAC, bases remain of the same architecture as their original founder, even after they have been captured. This doesn't look natural; I mean, should a Gaian-captured Hive base look the same as a normal Hive base? The architecture of a captured base should change over time (even a sharp change after x years would be OK).
9) Better reactors, weight limits:
As time goes on, movement tech improves; in SMAC, a fission reactor and a singularity engine provide the same oomph on a gravship, letting it move 8 spaces a turn. Improved reactors should improve movement rates.
Infantry units don't need to carry around a quantum chamber or singularity engine -- it shouldn't improve their hit points or anything else; you strap a nuclear power plant to the back of a guy, and he can't withstand any more bullets -- in fact, he will be easier to defeat because he has a 1-ton backpack. There need to be "no reactor" and "biological reactor" (since humans do, indeed, convert energy from chemical to other forms) choices for those units that shouldn't or couldn't have reactors aboard.
In the same vein, units should have a maximum weight based on their chassis, reactor, and other special improvements; all improvements should be assigned a weight, possibly lessened for space units (another idea I've seen thrown about in this thread). An infantry unit can't even carry a 10-ton fusion tokamak or an (even heavier) singularity engine. Fission tech shouldn't be enough to support a ship that levitates using applied gravitonics.
10) More Missile Warheads:
I like the new Fungal and Tectonic payloads for missiles (my favorite trick is to build the Xenoempathy Dome and a hell of a lot of Fungal Missiles, then sweep through enemy territory; they're great for terraforming, too -- use Fungal Missiles on your own bases, then build the Manifold Harmonics; you can use Tectonic Missiles and then Planet Busters if you want to keep that part of the map intact), but there are still only 4 types. I'd like to see biological, chemical, thermonuclear, and all sorts of other warheads; more atrocities, too. Along the same lines, missiles shouldn't just crash when they run out of fuel; they should blow up -- more fun that way, and with Planet Busters, you can build an instant canal without all of the trouble of terraforming.
Just another $.20...