MoO 3 Rocks!!
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Ethoi gone, Team victory gone....If the "high finance" and gov't agendas is canned too, only a remake/mix of MoO and MoO2 will remain. The IFP and this strange event engine aren't quite enough to justify a new release IMO. Thoughts?
Btw not the new ideas bother me but that there are too few of them and they get canned one by one.
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Ordinarily, I wouldn't respond to such a post, but you're painting a highly inaccurate picture of things.
The terraforming model is new. The technology and research system is new. The concept of your people moving around without your guidance is new. The event engine is new. The economics is certainly a broader model than you're going to find elsewhere (and it's not exactly what you'd call a candidate for the chopping block, nor are the government agendas). In fact, a great many things are new in this game, especially compared to previous MOOs (ship combat with task forces, ground combat, internal politics, sub-leaders, corruption of leaders, multiple levels of "specials", mid-game player entry, planets AND MOONS to colonize with regions, a meaningful unrest and revolt system, internal piracy and security needs which require the presence of garrison ships and troops in your systems and on your worlds, military draft pools, a myriad of government policies, active forces vs. reserves, DEAs, more types of ground units, expanded espionage, expanded exploration of systems...have I come anywhere close to getting my point across yet?). If the only information you're getting on the game is through this forum, then frankly you haven't got very much idea what's going on at all, and you should get out to the website and the FAQ at the very least because you're missing a lot.
I'll also point out that we haven't announced any more cuts in a while (not a promise for the future, just a statement about the past), so it's hardly reasonable to talk about them being cut "one by one", which makes it sound as though we come out and announce another cut every week or so.
If you want to rip us for something we've done, go for it...but at least make sure you're accurate, because I'm not going to be shy about returning fire if I think you're off the mark.If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...
Former member, MOO3 Road Kill...er, Crew
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Originally posted by Stormhound
Ordinarily, I wouldn't respond to such a post, but you're painting a highly inaccurate picture of things.
Originally posted by Stormhound
The terraforming model is new. The technology and research system is new.
Originally posted by Stormhound
The concept of your people moving around without your guidance is new.
Originally posted by Stormhound
The event engine is new.
Originally posted by Stormhound
The economics is certainly a broader model than you're going to find elsewhere (and it's not exactly what you'd call a candidate for the chopping block, nor are the government agendas).
Originally posted by Stormhound
In fact, a great many things are new in this game, especially compared to previous MOOs (ship combat with task forces,
Originally posted by Stormhound
ground combat,
Originally posted by Stormhound
internal politics,
Originally posted by Stormhound
sub-leaders, corruption of leaders,
Originally posted by Stormhound
multiple levels of "specials",
Originally posted by Stormhound
mid-game player entry,
Originally posted by Stormhound
planets AND MOONS to colonize with regions, a meaningful unrest and revolt system,
Originally posted by Stormhound
internal piracy and security needs which require the presence of garrison ships and troops in your systems and on your worlds,
Originally posted by Stormhound
military draft pools, a myriad of government policies,
Originally posted by Stormhound
active forces vs. reserves, DEAs, more types of ground units, expanded espionage, expanded exploration of systems...have I come anywhere close to getting my point across yet?).
Originally posted by Stormhound
If the only information you're getting on the game is through this forum, then frankly you haven't got very much idea what's going on at all, and you should get out to the website and the FAQ at the very least because you're missing a lot.
Originally posted by Stormhound
I'll also point out that we haven't announced any more cuts in a while (not a promise for the future, just a statement about the past), so it's hardly reasonable to talk about them being cut "one by one", which makes it sound as though we come out and announce another cut every week or so.
Originally posted by Stormhound
If you want to rip us for something we've done, go for it...but at least make sure you're accurate, because I'm not going to be shy about returning fire if I think you're off the mark.
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Well, if that's the definition of "new" you're going to use, then I have some very bad news for you...not one single thing is new (except maybe the tech system, but I'm not sure and since it was my baby someone else had best judge)...I can go through my collection of old board wargames and find examples of all of them. (No, don't ask me to.) Alan's collection is far bigger than mine, so if I haven't got one...
But these things are certainly new to the MOO series, and there probably aren't many games out there that have half or more of the list I gave. This is not, to paraphrase the commercial, your father's MOO. (g)
People moving around has been discussed both here and on the MOO3 forum. I haven't said a whole lot about it yet, but I've nibbled the edges of the topic. Short version: if people don't like the places you give them to live, they'll move. Some will move elsewhere within your empire, some will start new colonies all on their own, and some will tell you just what you can do with your planet and go join someone else's empire. We're not talking stampedes, here, but certainly enough that it might be worth your while to improve conditions.
No, multiple specials doesn't mean black ops. You remember how, for instance, planets in MOO2 could have specials like "natives" or "splinter colony" or "gold mine" or things like that? Well, specials in MOO3 are of several possible levels of scope, both higher AND lower than planetary. BTW, the espionage model does include things that I believe would be classified as "black ops". It's far more robust than the MOO1/2 models.
I know who the Fuggers were. I paid attention in history class, and they made their money largely through banking and merchant trade if memory serves. And just another interesting tidbit: Alan Emrich (the lead designer) used to be a history teacher, back before he got into the game industry. So you've got some ejumacated people working this game, yup!If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...
Former member, MOO3 Road Kill...er, Crew
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Originally posted by Stormhound
Well, if that's the definition of "new" you're going to use, then I have some very bad news for you...not one single thing is new (except maybe the tech system, but I'm not sure and since it was my baby someone else had best judge)...I can go through my collection of old board wargames and find examples of all of them. (No, don't ask me to.) Alan's collection is far bigger than mine, so if I haven't got one...
But these things are certainly new to the MOO series, and there probably aren't many games out there that have half or more of the list I gave. This is not, to paraphrase the commercial, your father's MOO. (g)
Originally posted by Stormhound
People moving around has been discussed both here and on the MOO3 forum. I haven't said a whole lot about it yet, but I've nibbled the edges of the topic. Short version: if people don't like the places you give them to live, they'll move. Some will move elsewhere within your empire, some will start new colonies all on their own, and some will tell you just what you can do with your planet and go join someone else's empire. We're not talking stampedes, here, but certainly enough that it might be worth your while to improve conditions.
Originally posted by Stormhound
No, multiple specials doesn't mean black ops. You remember how, for instance, planets in MOO2 could have specials like "natives" or "splinter colony" or "gold mine" or things like that? Well, specials in MOO3 are of several possible levels of scope, both higher AND lower than planetary. BTW, the espionage model does include things that I believe would be classified as "black ops". It's far more robust than the MOO1/2 models.
Originally posted by Stormhound
I know who the Fuggers were. I paid attention in history class, and they made their money largely through banking and merchant trade if memory serves. And just another interesting tidbit: Alan Emrich (the lead designer) used to be a history teacher, back before he got into the game industry. So you've got some ejumacated people working this game, yup!
A history teacher? Who would have thought that? For some odd reason I imagine game developers being some computer cracks just taken some things/events and stuffing them into their games. The fact that I study economics and that economies in TBS games (capitalism et al. excluded of course) hardly ever come close to anything like a free enterprise (or then it's something like "lower taxes and growth will increase", yea right) that prejudice grew even stronger.
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Certainly no offense taken. We've got a mix of people. Among the non-QS people who are also helping with the design, we have a Doctor of Philosophy (not just a Ph.D., his doctorate is IN Philosophy), a geologist, an author, a marine biologist...and yes, there are some people who do know how to program, too.
I can't comment on what kind of people you see in other development houses (and it would probably be imprudent of me to do so even if I could), but there are some good minds and real fans of the MOO series working on this title, and even if half of the concepts we're putting together DID get cut...not that I have any reason to expect that they would...we'd still have a heck of a game.
Anyhow, glad to see that you're feeling better about it all. And now to get back to the business of delivering all these neat things...
(Y'know, this "the server is too busy" stuff is getting annoying...)If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...
Former member, MOO3 Road Kill...er, Crew
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Originally posted by Stormhound
People moving around has been discussed both here and on the MOO3 forum.
Originally posted by Stormhound
I haven't said a whole lot about it yet, but I've nibbled the edges of the topic. Short version: if people don't like the places you give them to live, they'll move. Some will move elsewhere within your empire, some will start new colonies all on their own, and some will tell you just what you can do with your planet and go join someone else's empire. We're not talking stampedes, here, but certainly enough that it might be worth your while to improve conditions.
Originally posted by Stormhound
I know who the Fuggers were. I paid attention in history class, and they made their money largely through banking and merchant trade if memory serves. And just another interesting tidbit: Alan Emrich (the lead designer) used to be a history teacher, back before he got into the game industry. So you've got some ejumacated people working this game, yup!"BANANA POWAAAAH!!! (exclamation Zopperoni style)" - Mercator, in the OT 'What fruit are you?' thread
Join the Civ2 Democratic Game! We have a banana option in every poll just for you to vote for!
Many thanks to Zealot for wasting his time on the jobs section at Gamasutra - MarkG in the article SMAC2 IN FULL 3D? http://apolyton.net/misc/
Always thought settlers looked like Viking helmets. Took me a while to spot they were supposed to be wagons. - The pirate about Settlers in Civ 1
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Actually, Alan has said that he's definitely been trying for something of a "SimGalaxy", where the whole thing feels alive because the players aren't in control of every minute detail and there are always things happening whether the player acts or not.
In my mind, it's like a good role-playing campaign: the game world should give the impression that it has its own business to attend to, and is going to get on with it rather than waiting breathlessly for the players to do everything. It just feels more interesting that way.If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...
Former member, MOO3 Road Kill...er, Crew
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For those who haven't seen it, http://www.quartertothree.com/ has chipped in their two cents worth on MOO3. You'll be able to guess my opinion of their comments after you've read them, I'm sure.
Go tell them what you think, good or bad. Tell us what you think. Heck, tell anybody what you think. We're big, we can take it.If I'd known then what I know now, I'd never have done all the stuff that led me to what I know now...
Former member, MOO3 Road Kill...er, Crew
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Originally posted by Stormhound
Actually, Alan has said that he's definitely been trying for something of a "SimGalaxy", where the whole thing feels alive because the players aren't in control of every minute detail and there are always things happening whether the player acts or not.
In my mind, it's like a good role-playing campaign: the game world should give the impression that it has its own business to attend to, and is going to get on with it rather than waiting breathlessly for the players to do everything. It just feels more interesting that way.Now, if I ask myself: Who profits from a War against Iraq?, the answer is: Israel. -Prof. Rudolf Burger, Austrian Academy of Arts
Free Slobo, lock up George, learn from Kim-Jong-Il.
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Re: Is MOO3 going to suck
Originally posted by Garth Vader
Nowadays I am always worried about new versions of old favorites. So what do you think?
I am concerned that the starlane concept will bring the game one step closer to a warp point based game which I think always sucks. Although I am interested in seeing how they implement many things like the combat and the imperial focus.
I think MOO3 is going to be the same. I feel that the TBS genre has been 'pruned' so to speak, so that the only developers left are the original greats. MOO and CIV are the two pillars of might when it comes to TBS.
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Re: Re: Is MOO3 going to suck
Originally posted by Anunikoba
Well the truth is- it seems as if TBS could be making a solid comeback. I just got CivIII, and all I can say is that it is as solid, revolutionary, and yet holding fast to the basics of the previous games, that it just makes the whole experience phenomenal!
I think MOO3 is going to be the same. I feel that the TBS genre has been 'pruned' so to speak, so that the only developers left are the original greats. MOO and CIV are the two pillars of might when it comes to TBS.The art of mastering:"la Maîtrise des caprices du subconscient avant tout".
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Re: Re: Re: Is MOO3 going to suck
Originally posted by Master Marcus
Civ III is solid but not revolutionary, and meets so far my expectations after a couple of gameplay hours last night. The revolution is yet to come...
But the risks... Anyone ever tried playing Moo2 with tac combat off? Having the AI do your ship design was atrocious, for lack of better word. If the AIs that the IFP system relies upon perform even close to that, Moo3 will be unplayable.
But I will buy it nevertheless."The number of political murders was a little under one million (800,000 - 900,000)." - chegitz guevara on the history of the USSR.
"I think the real figures probably are about a million or less." - David Irving on the number of Holocaust victims.
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