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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Master of Orion III > MOO3-General/Help/Multiplaying > Space Lanes in MOO3???
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Vince278 is offline Vince278
King

Dec 2002
time: 05:24
  Old Post 31-12-2002 23:04
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Space Lanes in MOO3??? Put an end to popups!

One of the things I've always liked about MOO1 & 2 (and set it apart from other games) is that movement in space was open and you could go anywhere (provided you had the range) instead of being channeled through space lanes like in Space Empires IV, Ascendancy, Pax Imperia II, etc. I've always thought open movement was more realistic (unless we just happen to discover space lanes ) and that space lanes were just easier to program. I guess I'm afraid MOO will lose its uniqueness in that regard.
There are other things about MOO3 I don't like (aside from the release date roulette ) but I'll give the game a chance before I sound off on other topics.

Alex-C is offline Alex-C
Chieftain
Essex, England.
Nov 2002
time: 05:24
  Old Post 31-12-2002 23:10
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Put an end to popups!

Well, it is my understanding that in MOO3 you AREN'T restricted by the star lanes, but they merely allow ships with the right kind of engine to take advantage of a higher speed.

Vince278 is offline Vince278
King

Dec 2002
time: 05:24
  Old Post 31-12-2002 23:38
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That was also my understanding based on early reviews of the game but the strategy guide seems to indicate movement is exclusively by space lane. I hope you are right (I wonder what the speed difference was in space lane vs. free movement?). If it is entirely by space lanes (or not) it would be nice to be able to create your own space lanes (as in Space Empires IV).

LeTharg is offline LeTharg
Settler

Dec 2002
time: 21:24
  Old Post 01-01-2003 01:26
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quote:
Originally posted by Vince278
it would be nice to be able to create your own space lanes (as in Space Empires IV).


Having played MP SEIV (and enjoyed it), I hated it when other players started creating new space lanes. I would have all the choke points well-protected and boom. But it sure made the game more interesting. (Especially when I got the tech first )

vmxa1 is offline vmxa1
Deity
Oviedo, Fl
Nov 2001
time: 21:24
  Old Post 01-01-2003 02:48
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Could you not disable Warp manupulations? Was it part of stellar manipulation? I forget, but I do think you could remove that tech form the game in SE.

LeTharg is offline LeTharg
Settler

Dec 2002
time: 21:24
  Old Post 01-01-2003 03:36
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You could remove warp point creation and demolition from the game and some SEIV MP games did just that. Personally I left it in the games I hosted because I thought it added drama--even if I got burnt. Intel and mines were also often omitted mostly because neither was well-done in SEIV.

SEIV had a lot of game options even without modding data files (and a lot more if you wanted to mod data files). I hope MOO3 has lots of options as well.

Craig P. is offline Craig P.
Warlord

Oct 2002
time: 23:24
  Old Post 01-01-2003 15:47
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In MoO3, the fastest travel will be by the starlanes. However, any ship that can travel by starlane will also be able to travel "off-road", though at a substantial penalty to transit time.

It has been suggested that there may be planets with no starlane connections, and that such planets will be valuable, though the BTs have been cagey about specifics.

Asmodean is offline Asmodean
King
Aarhus, Denmark
Aug 1999
time: 06:24
  Old Post 02-01-2003 03:35 Visit Asmodean's homepage!
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My guess would be that the New Orions live on a planet, accessible only by off-lane travel.

Asmodean

warden is offline warden
Settler

Dec 2002
time: 05:24
  Old Post 02-01-2003 17:57
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I don't like the space lanes. They are very constraining and make the game look more like a railway game than a space game. It's silly to have a 3D galaxy generator/interface and then force movement along a set of lines which make the game effectively 2D again. And there doesn't seem to be a good rationale for them - the game still has wormholes too.

MOO2 did all this quite well. The combination of range limitations and terrain features like black holes, nebulae and wormholes provided some interesting geography and bottlenecks without forcing everything onto arbitrary tram-lines.

Andrew

Skyjack666 is offline Skyjack666
Settler

Jan 2003
time: 05:24
  Old Post 03-01-2003 03:31
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At first I agreed with you. Now that I think of it, though, I am beginning to like it. Lets say the AI has you blockaded into your little corner of the galaxy. You still have a way out although slower.

Or...(a lot of speculation here), if you're planning a massive assault on enemy territory, maybe you can have a 'slow fleet' creeping slowly toward his rear areas (outside starlanes)while your 'fast fleet' shoots obviously and loudly straight down his throat (wihtin starlanes) attracting most of his attention.

sL|De is offline sL|De
Settler

Nov 2002
time: 05:24
  Old Post 03-01-2003 09:06
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agreed

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:24
  Old Post 06-01-2003 15:19
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quote:
Originally posted by Skyjack666
At first I agreed with you. Now that I think of it, though, I am beginning to like it. Lets say the AI has you blockaded into your little corner of the galaxy. You still have a way out although slower.

Or...(a lot of speculation here), if you're planning a massive assault on enemy territory, maybe you can have a 'slow fleet' creeping slowly toward his rear areas (outside starlanes)while your 'fast fleet' shoots obviously and loudly straight down his throat (wihtin starlanes) attracting most of his attention.


I would like you to be right, but I fear it would be more like other games where you catch sight of a slow moving enemy. They're still going to take 3 turns to reach you despite being close, so by the time they arrive every ship you possess is ready to give them a warm welcome.

moomin is offline moomin
King
Moo Like In Moomin
Jul 2000
time: 05:24
  Old Post 06-01-2003 17:22
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I should bloody hope so. Remember RftS? That's what happens when you don't have incoming scan - the game becomes a massive genocidal planetary bombfest.

Grumbold is offline Grumbold
Emperor
London, UK
Mar 2000
time: 05:24
  Old Post 06-01-2003 18:48
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Oh yes RftS was a huge pain in the ass before you were able to spot fleets. Then again once you could spot incoming fleets all the other problems became more apparent.

I just mean that while it should be an advantage to the defender to spot things incoming they should only be able to concentrate local forces, not survive against every threat with just one defence fleet that can respond to everything. To many games have the 'killer stack' design and it gets boring.

booklord is offline booklord
Chieftain

Jan 2003
time: 05:24
  Old Post 06-01-2003 21:49
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Suprisingly enough, the strategy guide mentioned very little about travelling outside starlanes. Suggesting it may never be tactically advisable to attempt a sneak attack like that.

Possibly you can see the ships coming in plenty of time to concentrate your forces to defend the world.

Possibly ships not travelling via starlanes incur a horrendous maintenance cost.

It may be impossible to resupply or fuel ships that are not directly connected to your empire via starlanes.

kalbear is offline kalbear
Warlord

Nov 2002
time: 05:24
  Old Post 07-01-2003 11:09
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Well, one thing that the strat guide DID emphasize was the surprise factor. Unless you go for this tech, it's easy to get the jump on your opponent and make them not know that you're coming at all. Heck, in some examples they had a hard time detecting ships WHILE IN THE SAME SYSTEM. There's a whole stealth/counterstealth area of the tech tree that makes it an interesting game.

I figure that chokepoints and defenses in place will be more important than the knowledge that someone's coming for you.

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