Primarily the problem is ship combat, in MOO3 that is a killer for me and the main reason is transparency. There is absolutely loads of it!
Beam weapons all seem to have transparency, explosions have transparency, the damage text has transparency, and it really does add up in big fleet battles or when a particularly large cloud of fighters gets to work.
So I think that in addition to keeping all 3d models low-poly it is important to consider the sprites used as well, and this will very likely be an issue for the format of the graphics themselves.
In optimising the graphics I see two main hurdles:
Texture dimensions
The obvious one, the size of the textures/sprites used will have an effect if there are lots of them, so a scaling system when zooming in and out, and also as an option somewhere will be necessary to keep the sizes down so they are displayed optimally.
Transparency
Another performance one and I think the biggest one for me is the levels of transparency used for everything. Ideally the images should be stored in three parts:
Colour layer - the actual picture itself
Mask layer - the black and white layer that defines where an image 'is' by allowing excess to be removed
Alpha layer - a greyscale image that defines the transparency of each pixel.
Standard stuff really. But the main thing is that where alpha channels are used should be optional, if I have detail set to high then use them everywhere, if set to medium then skip them on beams (as these are common), but leave shields and explosions. If set to low then skip the alpha channel for everything, sure it doesn't look quite as nice but it would run better.
For those of you with good computers this may seem a non-issue but those of you who are also poor students will surely agree with me when I say a game that can cut the eye-candy when it hurts the most is a properly polished game
