I would have loved MOO2's strategic model, and MOO3's tactical model.
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Moo2 and Settlers2 - some thoughts
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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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anyone know how Space Empires and Reach for the Stars handled combat?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."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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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.Originally posted by lord of the mark
anyone know how Space Empires and Reach for the Stars handled combat?Rethink Refuse Reduce Reuse
Do It Ourselves
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