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markusf
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I would just build 4 or 5 doom stars, and fly to a new system every turn and wipe it out. The enemy fleets would chase me but i would always hit where they weren't. I think planets should automatically get warp indirectors, so you can see the enemy coming for 2 or 3 turns in advance.. Otherwise its just a matter of who can get the biggest ships and go planet hoping.,
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Stormhound
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New Jersey
Jan 1970 time: 00:15
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I'm inclined to do a little math here to show another reason why we chose a real-time combat model rather than turn-based.
Take the extreme combat (actually, it isn't, because you could have extra task forces in reserve, but let's just pretend) where both sides have 12 64-ship task forces. That's 768 ships per side, or 1,536 ships total.
Now let's assume that it takes an average of seven seconds to move and fire each ship (which is probably rather fast unless you're in automatic mode, but again let's pretend). The first round of the combat, if none of the ships is destroyed, will thus take 7*1536=10,752 seconds.
That's just 48 seconds shy of three hours. Now, who all wants to use the MOO2 combat mode again? Should I start a poll? 
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markusf
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What about warp indirectors??? In moo2 i would be able to crash the other civ, by just planet hoping with a fleet of 4 or 5 doom stars. I would never engage the other fleet that was 30 times more powerful then mine. After jumping from system to system and wiping it out the ai would scrap ships every turn because of the maintaince costs. Warp indirectors would give the enemy civ a chance to put together a fleet to meet you at your destination.
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