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delmar
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quote: Originally posted by Arnelos
- The randomized technology tree. This is one of the things that made the original design for Moo3 sound so good compared to Moo2... the original Moo HAD a randomized tech tree so that every game didn't play out the same way |
I've never played any version of Moo, but when I first came across the idea of having a randomized tech tree (this was about 2 weeks ago), it struck me as the best idea I've ever seen to improve replayability. The only thing I can't figure out is whether Moo3 has a randomized tech tree or not, and if it does, then how does it exactly work. Can someone enlighten me please?
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Sirian
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Pennsylvania, USA
Dec 2001 time: 00:25
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Nit: Range 5 tech in MOO1 was accessible from turn 1, if you lucked out and got the pick. You'd have to miss both range 4 and range 5 to get stuck, though that happened on occasion. I remember one game, I was also missing range 6! Big oucher there. I still won, though. 
Having to adjust your strategy to the tech availability did add a ton of replayability. You might suffer in a crucial area for a while, but over the long haul it evened out well enough. You'd never, for example, miss out on ALL the techs for a given area (say, range tech -- you might miss range 4,6,8,9,and Unlimited, but you'd still get range 5,7,10, for example). The only "crucial" techs you might miss would be singular techs offering unique special ship devices. Miss out on Repulsor Beams, too bad. Miss out on High Energy Focus, too bad. You might be able to steal them from a rival, though.
- Sirian
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Bernie Rubber
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Gotta tell you this here.. Moo3 is going to take huge chunks of time to play. 10-15 hours to learn the basics.. 30-40 hours and not one game completed yet.. whew.. big thumbs up from me, but not for everyone.
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CharlesBHoff
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el paso texas
May 2002 time: 05:25
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quote: Originally posted by Sirian
Nit: Range 5 tech in MOO1 was accessible from turn 1, if you lucked out and got the pick. You'd have to miss both range 4 and range 5 to get stuck, though that happened on occasion. I remember one game, I was also missing range 6! Big oucher there. I still won, though. 
Having to adjust your strategy to the tech availability did add a ton of replayability. You might suffer in a crucial area for a while, but over the long haul it evened out well enough. You'd never, for example, miss out on ALL the techs for a given area (say, range tech -- you might miss range 4,6,8,9,and Unlimited, but you'd still get range 5,7,10, for example). The only "crucial" techs you might miss would be singular techs offering unique special ship devices. Miss out on Repulsor Beams, too bad. Miss out on High Energy Focus, too bad. You might be able to steal them from a rival, though.
- Sirian |
the official moo strategy guide state thar very player limited research list must include at least:
one planetary shield technology
one robotic factory control technology
one missile either a missile, rocket or torpedo tech
either hydrogen(range 4) or deuterium(range 5) tech
Or all the game I play I found this to be true of the first moo. They knew how to write strategy back then.
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Daveybaby
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They knew how to write strategy guides too.
/glares at prima.
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Pallidyne
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quote: Originally posted by Grumbold
You're still pretty much screwed if you have no planets you can reach before you research range 5. Other players can be on their fourth colony by the time you've built your first range 5 ship. |
Its that whole "luck" thing that I keep hearing whispered about. Sounds like luck may be an even more overwhelming force in MOO3 than it was in MOO1.
Since I don't play a lot of MP, just means some good restarts now and again.
-P
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CharlesBHoff
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el paso texas
May 2002 time: 05:25
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quote: Originally posted by Daveybaby
They knew how to write strategy guides too.
/glares at prima. |
That is what I mean Strategy Guides.
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