lol, not an hour after installing moo3 for the first time, my friends and me were playing moo2 over LAN again, athough the turns took ages to be processed.
Moo3 was the greatest disappointment I have ever had in any computer game.
Search found 97 matches
- Tue Apr 19, 2005 8:44 am
- Forum: Other Game Design
- Topic: Starting Tech Levels
- Replies: 5
- Views: 1549
- Tue Apr 19, 2005 8:09 am
- Forum: Other Game Design
- Topic: Bockaded Systems
- Replies: 5
- Views: 1282
In a multiplanet system you could still choose if you wanted to defend all planets or only some of them. Of course the bigger the fleet the bigger the chance of blocking all incoming ships would be. I again would like to advocate my giving ships in hostile space a patrol option, which would increase...
- Tue Apr 19, 2005 7:53 am
- Forum: Other Game Design
- Topic: Starting Tech Levels
- Replies: 5
- Views: 1549
- Tue Apr 19, 2005 7:38 am
- Forum: Other Game Design
- Topic: Ship Character
- Replies: 28
- Views: 5160
Re: Another idea...
Another idea, about crew getting better working with a particular ship we can have crews being novices/professionals/experts with the current tech. This would only need to store when a certain tech level was discovered instead of putting more info on individual ships. This way empires who are const...
- Mon Apr 18, 2005 12:07 pm
- Forum: Other Game Design
- Topic: Bockaded Systems
- Replies: 5
- Views: 1282
The player would have to react quickly in any case. Even if he sent loads of freighters this would have no big impact on the siege of the system. It would merely enable him to keep his population from starving during that time. Most planets won't be sieged anyway as the attackers will either just bo...
- Mon Apr 18, 2005 11:57 am
- Forum: Other Game Design
- Topic: Ship Character
- Replies: 28
- Views: 5160
- Fri Apr 15, 2005 9:15 pm
- Forum: Other Game Design
- Topic: Ship Character
- Replies: 28
- Views: 5160
Making the better engines mandatory doesn't seem like such a good idea to me. After all you distribute your points in the middle of the game, so before the upgrade your race will have had normal engines. Why should they no longer be able to build them if they really want to. They probably wouldn't w...
- Thu Apr 14, 2005 11:19 am
- Forum: Other Game Design
- Topic: Galaxy History - Playing different Ages
- Replies: 10
- Views: 2608
- Thu Apr 14, 2005 10:45 am
- Forum: Other Game Design
- Topic: Ship Character
- Replies: 28
- Views: 5160
I don't like the idea of ships getting experience. Only the crews (or maybe organic ships and robo-controlled ones) should get experience, not the ship as a whole. If you see it as the crew getting experience WITH the ship (or parts of it) that is another matter. After using a particular propulsion ...
- Thu Apr 14, 2005 10:23 am
- Forum: Other Game Design
- Topic: Sectors (illustated with jpg)
- Replies: 52
- Views: 13182
@ Impaler: I like your idea about the Capitals in every Ancient Sector very much. Creating those will add a lot more fun to the game, as it will add a series of minor goals to be accomplished, apart from the big one to conquer Orion. People will have a much better reason to explore further from thei...
- Thu Apr 14, 2005 8:15 am
- Forum: Other Game Design
- Topic: Bockaded Systems
- Replies: 5
- Views: 1282
Bockaded Systems
Hi All, while browsing through the forums I asked myself if blockaded systems are totally blockaded or is there a chance to break through? Has this topic ever been discussed? I didn't find anything about it. My idea would be to that you would need a certain number of ships (depending on planet size/...
- Thu Apr 14, 2005 7:31 am
- Forum: Other Game Design
- Topic: artificial starlanes
- Replies: 11
- Views: 2467
- Thu Apr 14, 2005 6:54 am
- Forum: Other Game Design
- Topic: Flanking and Shield Facings
- Replies: 74
- Views: 17348
I like the idea very much. The more tactics we have in the game the better. The fights in moo2 tended to be a little boring and uneventful once both opponents had a certain number of ships. There was simply not enough room for any big tactical considerations. With the help of your Shield Efficiency ...
- Thu Dec 09, 2004 10:33 am
- Forum: Graphics
- Topic: Needed suggestion for tech-screen UI
- Replies: 151
- Views: 42408
I think we won't be able to make the tech-tree that easy to use anyway. As I see it we will have loads of theories, applications and refienements and however we decide to display them, the tree will be at least a little bit complicated. Ppl will need some time to get used to handling it, but that is...
- Thu Dec 09, 2004 10:16 am
- Forum: Other Game Design
- Topic: Biological Warfare
- Replies: 28
- Views: 5246