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Sovereign
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Some good ideas, Garth.
I liked the combat and mini ideas in MOO2.
Mini makes a lot of sense. When you make advances in tech, like in real world.... things get smaller.
Prime examples:
computers
guns
electronics
engines
etc.
keep ideas coming!
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da_hal
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antarean attacks taper off a certain turn. i forget exactly, iirc 250-300, with almost none after 400.
if you want to capture them, the best way is with death rays, neutron beams, and troop transporters, but getting all that by turn 200-250 is not easy.
re-colonizing: a trick to use if you want to increase the suffering of a certain race and build fame points is to surrender your own planet to them, and then immediately take it back on the next turn almost intact. the best way is obviously with telepathy, but you can also do it by not building any ground unit buildings and sendnig in troops.
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Brutalisk
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quote: "when a new item is researched, say deep core mine, you could have a menu where you could just select on a list on which planets it should go into the queue." |
You hit the nail on the head so hard it started bleeding.
And introducing a "queue template" or a way of doing exactly what you said above is rather "easy"... Ironic isn't it?
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Gilgamensch
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France
Jun 2002 time: 06:33
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quote: Originally posted by Sovereign
Gilgamesh, the players won't mind.
They'll have MUCH more time for "next turn" and can play more games, more variety, etc.
Then the developers can include other stuff to lengthen the game if needed.
............
But I remember reading the boards a long time ago and someone said there was a "bug" or something that your planetary missile base would destroy ALL enemy ships in MOO2? 100 missile bases?
Could someone clarify that for me please? Thanks! |
Hi Sovereign,
Easy one first: Never heard of this kind of bug (and it must have been in MoO not in the second one, you can only have one )
For the build-list:
I have the feeling, what is good and easy get's removed or not being taken over, just to prolong the time of a game.
As players nowadays seems to think (no not all), only a long game is a good game.............
But as you mentioned:
They'll have MUCH more time for "next turn" and can play more games, more variety, etc.
But maybe the producers are afraid:
They will have to MUCH time playing games and getting to quick bored off.........
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Admiral Sparky
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I agree that a "blanket queue" would get rid of 90% of the micromanagement in moo2. However, since every planet is different, you'll want to build certain things sooner or later - for example, on one planet you'll want to build a pollution processor before the Robo Miners, but on another you want to build the robo miners first.
Still... My ideal Moo4 would just be Moo2 with more balance and better macromanagement features.
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