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Yolky
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Ontario Canada
Oct 2001 time: 00:21
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I hated tech research in Moo2. I loved that you can research 6 different fields all at once.
In Moo2 you could only pick 1 out of 3 per field only, one at a time ala Civ. At least in Moo you choose one out how many you can per 6 field at a time. I hope this option is avaliable in Moo3.
Davor
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Yolky
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Ontario Canada
Oct 2001 time: 00:21
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Both games are great. Here are the points I love on both games and hope both are in MOO3
Moo1
Make your own ships and control them in combat.
The tech tree
How you control reasearch and delivery your research points
The simplicaty of playing the game.
Moo2
Make your own ships and control them in combat. Did better than Moo1
The tech tree sucks but makes it intersting in you can only pick one research area and have to get the rest with other means. (not a bad idea but needed to be improved.)
Planets in a solar system than just a plain old star.
Diplomacy. It is good in Moo1 but Moo2 made it so much better. more options and giving or asking systems is great. ( i beleive first game to do that. Seems Civ3 copied it.)
and the Corion editor is so good. I never seen an editor as good as it is for Moo2. I forget who made it but he did a really really great job for it.
I can't reember much more since I just got brain dead and cant think since I love both games so much.
Davor
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Yolky
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Ontario Canada
Oct 2001 time: 00:21
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OOPS, forgot to say that Moo2 has heros. I love them just wished we could use more than 4 for combat and 4 for industrial.
Have fun with the games I will be playing them soon until Christmas when I get MOO3
Davor
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ravagon
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Australia
Sep 1999 time: 13:21
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I still use both on a semi-regular basis. Too hard to pick between them wrt which is better. Both have their strong (and weak) points.
One thing I like about Moo is the few, what I term, "super techs". Those which can allow a race a long way behind to catch up.
I'd class robotic controls, cloning, gaia transformation, atmospheric terraforming and the HE focus as such techs. Maybe auto-repair too in the earlier stages and the black hole generator right near the end.
All of these are far more powerfull than their Moo2 counterparts and, with the odd weapon or shield, can completely shift the balance of power.
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Ray K
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Allen, TX
Nov 1999 time: 23:21
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quote: Originally posted by Urban Ranger
I like MoO more. Simpler, more elegant. |
I agree completely.
MOO2 was nothing more than "Civ in Space". I know a lot of people like that, but MOO was definitely one of a kind.
MOO wins hands-down in my book. MOO2 is clear proof that more is not always better.
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Ray K
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Allen, TX
Nov 1999 time: 23:21
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quote: Originally posted by ravagon
I still use both on a semi-regular basis. Too hard to pick between them wrt which is better. Both have their strong (and weak) points.
One thing I like about Moo is the few, what I term, "super techs". Those which can allow a race a long way behind to catch up.
I'd class robotic controls, cloning, gaia transformation, atmospheric terraforming and the HE focus as such techs. Maybe auto-repair too in the earlier stages and the black hole generator right near the end.
All of these are far more powerfull than their Moo2 counterparts and, with the odd weapon or shield, can completely shift the balance of power. |
I agree. Combined with the restrictions of the tech tree, watching your opponent increase his production by 50% or start building ships with a BHG can really put you in a panic if you do not have access to those techs.
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nato
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West Unite
Aug 2001 time: 00:21
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This thread is very on topic for me. I just rediscovered MoO and have been trying to decide whether to spend time playing 1 or 2.
Here are the things in favor of each I can think of:
MoO 1
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1. Simplicity and elegance
2. Less micromanagement!
3. Unique planet management (sliders instead of build queue)
4. Different and unknown tech lists each game. Races being better at some fields is very cool and in character (like Alkari - propulsion)
5. Needing techs like "tundra environment" makes early expansion more interesting
6. Spying seems more effective / worthwhile
7. Visible relocation lines on map let you set up visible "regions" and regional capitals (a role playing thing I guess, but I enjoy it, kind of like naming features)
8. Huge fleet sizes
9. By forcing ships to be stacked, you have only 6 ships (and a planet) to move, so even large combats are quick. No huge wait for the computer to move
10. Also due to forced stacking, you get an extra strategy dimension: anti-stack weapons or one-big-ship type things
11. Special techs are more fun, like black hole generator
MoO 2
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1. Custom races!
2. Multiple planets per system
3. Outposts for laying claim to planets and extending ship range. Also can make planetless systems useful if they have asteroids or gas giant
4. Barren / Radiated worlds are more differentiated because they can't grow food / high upkeep costs
5. Solving the food problem can be interesting early game (go with one or two breadbasket worlds or try to get all planets self sufficient?)
6. The spreadsheet is wonderful (too bad its so vital)
7. Leaders are a lot of fun
8. Star ship design! 8 specials instead of 3 lets you make so much more fun ships, mods like AP and auto fire etc. are great, also doom stars are available
9. Ships are not forced into stacks of all the same kind, which is very silly in MoO1. This allows for more maneuver and tactics, and more realism
10. Obsolete ships don't have to vanish to make room for new. Much better and more realistic
11. Boarding parties and marines help make ground combat a little more important, and gives more options, like capture ships
12. Starbases are cool
13. AI will actually send its big fleet and attack you, and not run away instantly from a missle base
14. Can conquer other races and have a multi racial empire. This is huge if you feel uncomfortable playing a genocidal ethnic cleanser (which I can't stand feeling like)
15. Cool spacey music
Overall, here is what I think it comes down to:
MoO2 has more and better features, the big ones being:
1. Race customization
2. Starship design and combat
3. Multi racial empire, don't have to annihilate
However, all those great features come at the heavy, heavy price of much increased micromanagement tedium.
So the question is are the great features worth the increased micromanagement? Better simulation or more fun game?
I myself still can't decide. If only they had added the features, but kept their cool elegant slider system for MoO2 instead of making yet another city build queue civ clone. That was my very first reaction years ago, and I still feel the same way today.
Sorry for the long post, I've just been having a hard time deciding.
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wervdon
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quote: Boarding parties and marines help make ground combat a little more important |
Actually, Ive always thought that ground combat was more important in moo1 than moo2. But mostly cause its easier to just wipe them out from orbit I guess.
I _think_ id rate moo1 as better though because of the following:
1) All your ships in moo2 use your best drive system. That is they
automatically upgrade. It maybe convenient, but it just doesnt seem as much fun to me really.
2) Stargates are automatically built in moo2. It may reduce the micromanagement, but well its no where near as satisfying as actually building the things in strategic locations 
3) Leaders with galactic lore early on can ruin the whole exploration thing. My solution has always been refuse to hire them though ;P
4) Racial customization actually seems to reduce variability for me. Its too cool not to use, but then I almost always end up building the same 2 or 3 races This is more my problem though than the games, as I could just make myself play with the in game races if I wanted ;P
5) Moo1's research tree is just a lot more fun. The random research tree aspect rocks. You could be uncreative in moo2, but its not the same, and it just puts you at a severe disadvantage to the ai which isn't uncreative 
6) The different colonization techs added a strategic element somewhat lacking in moo2.
7) Units stack in moo1, battles are faster
In moo2's defense:
1) Starbases are cool. You should of been able ot design them though 
2) Multiple planets per system is cool.
3) The diplomacy is better in moo2.
4) The ship designs other than the armor and engines being locked to the best you have is much better in moo2
5) Units don't stack in moo2, battles are more interesting
----
Im undecided, Im currently playing moo1 alot, but they are both in the top 5 games of all time as far as im concerned, and its definately too close to call. If I had to pick right now, though, id say moo1 is slightly better. If you had asked a month ago, id of said moo2 is slightly better 
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Yolky
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Ontario Canada
Oct 2001 time: 00:21
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Yes in MOO2 when ship designing you get the best drive and armour but if you click on the armour or engines or computer for that matter you can downgrade them to what ever you want. I believe they have the best system automatically since most people want them when making new ships or they progamers beleived that is what people wanted, but to my knowladge you can change them.
Davor
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wervdon
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Actually armor and engines are locked at the best, you can't downgrade them in moo2. You can, however, downgrade your shields, battle computer, etc. Just not armor and engines.
However, one thing I had thought (not sure where I got the idea) was that all your ships automatically upgraded engines when you got them, but I just checked and it seems that only the designs are upgraded not existing ships.
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Yolky
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Ontario Canada
Oct 2001 time: 00:21
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I didn't know that Wevdorn. I thought it was all since I never adjust the engines or the armour. Always wanted the best for them. Thanks for the correction.
Davor
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