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Moo2 and Settlers2 - some thoughts

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  • #16
    I would have loved MOO2's strategic model, and MOO3's tactical model.

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    • #17
      I don't know, a 3-D combat sphere could be really tough to implement without getting confusing. The Homeworld games did it very well, though, so I guess it's not impossible.
      "Bother," said Pooh, "Eeyore, ready two photon torpedoes and lock
      phasers on the Heffalump. Piglet, meet me in transporter room
      three. Christopher Robin, you have the bridge."

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      • #18
        Originally posted by GePap
        Well, not many space games actuallty exist that go into space empire building- GalCivs was already mentioned as a space game with simple combat.
        anyone know how Space Empires and Reach for the Stars handled combat?
        "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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        • #19
          Originally posted by lord of the mark


          anyone know how Space Empires and Reach for the Stars handled combat?
          Space Empires IV has two systems. The first is somewhat similiar to MOO2, only more tedious and less interesting. The second is creating different battle strategies and target priorities and assigning roles to partiluar classes of ships, and then leting the Ai fight it out - which is quite good in that it makes for an ineteresting battle that you have control over, but is still quick and effortless, beyond tweaking strategies and ship designs.
          Rethink Refuse Reduce Reuse

          Do It Ourselves

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