DESIGN: Population growth & caps

Past public reviews and discussions.
Locked
Message
Author
Plasma Dragon
Space Floater
Posts: 29
Joined: Thu Jul 10, 2003 7:13 am

Re: :-)

#121 Post by Plasma Dragon » Sun Jul 13, 2003 4:13 pm

han_krum wrote: PD, infact I was talking about the growth system, not the colonist movement system. Sorry to dissapoint you, but you got me wrong. I any case, I think we should avoid the mistake of MoO2 in the way a player would have to move colonists around every turn to keep an optimal growth rate, while still preserving the gameplay advantages of the growth system.
Sorry if I got u wrong. You wrote Moo2 did a mistake with human controlled ability of transporting colonists. I think your very wrong about this system. Not only Moo2 didnt mistake, but it created a very original, awesome way to micromanage empire, to optimise economy / growth / production etc. This system is BEST. No question about it. Ask more Moo2 player who played this game for a longer time.
Guest

krum
Creative Contributor
Posts: 244
Joined: Thu Jun 26, 2003 12:58 pm
Location: Bulgaria

#122 Post by krum » Sun Jul 13, 2003 6:39 pm

Nightfish wrote:I agree with Tyreth on that. Colonists moving around on their own whim are no fun. :wink:
I think we want the same thing but we describe different aspects of it, you'll see when we get to that. :)

drek
Designer Emeritus
Posts: 935
Joined: Thu Jun 26, 2003 8:07 am

#123 Post by drek » Mon Jul 14, 2003 8:36 pm

The topics covered in this thread are now up for public review on the features board.

Locked