![]()
![]()
Errr... Is he saying, that neither Moo3, nor Moo2 was no good?!?!
There are those who will make the case that MOO1 is the superior game in the series and is in the greatest need of a remake.
![]()
![]()
Errr... Is he saying, that neither Moo3, nor Moo2 was no good?!?!
You can use ships to blockage entry points into your society as can other societies to control access to their regions of space. Later, you can even create spaceports that will automate this process for you, alleviating the need to place valuable ships at chokepoints in your empire.
So starlanes it is.
So starlanes it is.
The phrasing is indeed a bit unique, but everyone their style I guess. On the Master of Orion forum they also say we should refer to MOO2 as 'MOO 96'. So choice of words can be very personal / not following convention. Combined with the pictures, it really looks like starlanes to me. The detailed pictures of planets look really nice but I can't say I am fond of the two shots of galaxy map. Cannot get used to the reddish and blue-ish starlanes and there is a lot of nebula going on, that could look good in game but not as screenshot. What really got me worried is the screens of the races that we have been given so far. The Sakkra are a very believable and well done character, the Humans are a tad boring but ok. What is going on with these Bulrathi eyes?? They are really not ok and both pictures have different ugly eyes. You can have an opinion about the fur, but ok. Then it gets worse:Probably, but this is as well-known a concept it's surprising that the word 'starlanes' wasn't used.
A warrior race with human breasts to top it off. Why not a good set of tiger-tits? Or even better: A lion that actually looks proud and fearsome? Then the Alkari... I am just not sure what to think. Is this a joke? Is it real? Do people of an advanced civilization of birds need old school aviator glasses? Is it a supporting actor from the Road Runner? The seriousness of the Sakkra is in stark contrast with the cartoony Alkari. So is this game coherent or a mixed bag of styles? The reviews have been positive so far, but we will have to wait and see a bit more. At this point I really hope we are seeing a really early pre-alpha that still is flex enough to be changed. Also hoping I don't have to play MOO2 for another 10 yearsWhen did a warrior race become My Little Princess?
Here is another detailed article, with some positive words on the Alkari:
http://mmohuts.com/news/e3-2015-day-1-recap-crossout-king-of-wushu-master-of-orion-and-more/6
All the nice nuances of city management seem to be here, such as reassigning population to food, production, or science.
Theres set connector lines in the galaxy one must follow to get from point A to B to C.
We were granted a brief preview of how warfare plays out, which seems to have two key components. The first is air skirmishes, played out based on the strengths of each sides squadron with some leeway for RNG seemingly involved
The tech tree of course will offer plenty of new units over time, that will no doubt require the strategic resources provided by planet colonization to build.
To me it looks like the MOO brand once more does not get a true successor. It will be a new game with the same name. MOO1-2-3 are all very different games and in good tradition MOOr will not be the same as any of the previous versions.Bottom line for me is it's MOO2, not MOO1.
From what we were shown, cleaning the planet of all alien life seems to be the only viable means of conquest, since there wasn’t any signs of capitulation or puppet government functions present. Could always change though.
Now, star systems are all connected by wormholes.
and the ability to move your population around between industrial, agricultural, and mining castes.
Starlanes, Mining castes, Governors? Maybe this is, in fact, a Master of Orion 3 Reboot with MOO1 racesMaster of Orion even has a governor system ready to give planets a general direction of what your goals are, so that population can be micromanaged effectively without wasting your time
I don't like the starlanes or the way the planets are portrayed on the galaxy map GalCiv style - but the dealbreaker is the numbers of those planets. The systems are if anything smaller than in MOO2. One advance games like this could make (but never do, beholden as they are to the way MOO 2 did things) is add more realistic solar systems based on what's been learned since 1994 - and make the exploration a lot more varied to boot.
The issue with multi-planet systems generally relies around what gain do you get in gameplay for the additional complexity of running N times as many colonies (planets) in the same number of star systems?
Absolutely, it's more realistic. But how does the game improve beyond that? That's always my concern because the feature set in MOO1 is so synergistic you have to be careful not to unravel the game with something that seems good but doesn't scale well.
Resources linked to 'terrain' (such as fuel resources from gas giants - perhaps later in the game you can tech to hydrogen scoops which give you effectively unlimited range by letting you refuel from stars, but earlier on you're reliant on giant planets for fuel, metals from volcanic worlds etc.) are a possibility.
http://www.gamespot.com/articles/master-of-orion-returns-to-expand-the-4x-genre/1100-6428383/
this one describes some new details.
As the game begins, you select a line of research to follow, begin producing supplies on your homeworld, and assign populations to the tasks you most need them for... You reap diminishing returns by assigning more and more population to a particular activity, such as farming, however... There wasn't time to talk about elements such as taxation, pollution, and morale, but you will have to consider them in Master of Orion.