Well I started on Moo1 and still play it. I also still play Moo2. I vacillate from Moo1 being my fav to Moo2. The graphics do not bother me, just having to use DosBox for both does.
Ascendancy came out soon after Moo1 with much better sound and graphics. Just not better on much else. BTW Ascendancy has star lanes.
It is probably 10% that does not play tactical.So while there are a lot of players that played tactical battles, there's not that many. It's about 10% of the players.
[*]Star lanes? - No! NO! NOOOO!
was my first reaction too.
but they wouldn't be designing these detailed space ships if there is no tactical combat?
or at least, maybe tactical combat is visible but will auto-resolve?
The point is that tactical combat is precisely what makes ship design so enjoyable. YOU get to use the very weapons and ships that you designed, and YOU get to see if they failed or succeeded first hand. You are not just automatically placing the biggest, newest goodies on a ship because they are mathematically superior for some auto-resolver. You are designing ships that have synergies in combat that allow you to pursue different tactical strategies and potentially outsmart and defeat a technologically superior AI force.
So, what I meant was (guess I needed to be more clear) was that we weren't diving too deep on tactical combat and ship design at the expense of the core gameplay, as has been done by other games. We're focusing on core strategic gameplay first (because it's the most important), but we're also having extremely fun and deep tactical combat with a lot of cool features, as well as ship design more in line with the MOO2 level of control.
We're not abandoning these aspects of the game by any means, we just recognize (and yes, we have done our research) that focusing on parts of the game used by only 10% of the players isn't the way to make the best game, it's the way to ensure that the primary gameplay - conquering the galaxy through strategic decisionmaking and resource management - would not be up to par.
Don't worry, we've got this. More to come.
Either way, this is a positive turn of events.
Interestingly, lead design Chris Keeling replied to the comments in that article here:
http://www.pcgamer.com/wargaming-on-master-of-orion-this-is-a-passion-for-us/#comment-2075612539
Posting as "ChrisK", he said
I wonder how much of this was an honest misrepresentation in the article vs. an honest miscalculation by the devs and they realize now that tactical combat is not something they can exclude without some blowback from fans.
Either way, this is a positive turn of events.
was my first reaction too.
but they wouldn't be designing these detailed space ships if there is no tactical combat?
or at least, maybe tactical combat is visible but will auto-resolve?
in MOO2, tactical combat a.i. is not very good, resulting in human player advantage, so an auto battle would be more fair.
if it is a choice between a good strategic a.i. vs a good tactical a.i. then I would prefer the first option.
on the other hand, how hard could it be to create a tactical a.i. that is better than what we have today?
It is probably 10% that does not play tactical.
This is a very strange remark.
Distant Worlds has tactical combat. You can grab a ship or a number of ships and have them attack a target. That is about all you can do in a real time game with massive fleets.
Nothing like GalCiv, where you can only view the results.
Having say 200 ships on each side in a battle in real time, managing each one would take all day. Remember it is all using 3 dimensions, you you would have to move on all planes. Not like Moo1/2 where it is one plane.
Absolutely!! Ship Design is essential for a MOO game. Tactical combat could be implemented in a couple of ways, both turn based and real time could work for me if executed well. In any case we need to see the ships in action. "Statistical combat" where you just get a info box with results is really the saddest way to resolve a combat.The point is that tactical combat is precisely what makes ship design so enjoyable.