Other than some of the corporate propaganda I don't know a lot about how Moo3 is progressing. It sounds good and promising and adult oriented. So what I can talk about are some of the things that pained me about Moo2 and some hopes for Moo3.
First, I really want in a new game something that brings me some new experiences and that has sufficient depth and subtlty that I will have someting new to learn for a long time (ie, continuous new expreiences).
In no particular order:
One bad thing about Moo2 is that energy weapons completely outclassed missle weapons and fighters about mid game. Basically, at some point, your high tech multi warp plasma torp got about five feet out the door and some jackass with a beemer vaporizes your ship. I love it when the skys are full of space crap creeping around trying to anal probe your ship. When the inverse square laws of power are repealed all you do then is beem things to death in an instant.
In the same vein, planetary defenses become useless. I really should be able to build as many starbases (and at least have my own general design) as I can afford to float, if that is my stragegy.
Planets are boring and the economics far to simple. Shortages make life interesting an give you a REASON to attack your neighbor.
Like in SMAC, it would be nice to have, in addition to one on one diplomacy, faction or universal relations. In SMAC you have a position in the 'UN' and vote on effective laws and actions.
Two games with interesting ideas are 'DEADLOCK' (nice economic model) and 'Empire of the Fading Suns' (interesting political and tech model).
Many games have tried automated goveners and burocrates, and failed miserably in implementation. I want to be able to at least TELL my minions what parameteres to adhear to and maby even what goals to work towards. It is a personal wet dream that those minions might adhear my wishes in some intelligent way. In every RTS and TBS I've played the minion AI is so consistantly suicidal I want them to defect to the enemy.
I should NEVER have to double click anything. I should not have to confirm that yes I realy want to do what I told the program to do, at least not without a groveling appology from the program. And I should NEVER NEVER have to confirm to the program that I indead read a purely informational message. ALL the information I need to push a button should be on display BEFORE I press that button, unlike CIV III where I am diliberately denied that information just so that I have to push that button to interact with a cartoon that tells me I dont have the right resourse to push that button.
If you need an excellent example of how NOT to design a game user interface pick up a copy of 'MERCHANT PRINCE II'.
Politics and Religion are affected by philosopy and evolve, they are not simple speedbumps on the way to someting else.
First, I really want in a new game something that brings me some new experiences and that has sufficient depth and subtlty that I will have someting new to learn for a long time (ie, continuous new expreiences).
In no particular order:
One bad thing about Moo2 is that energy weapons completely outclassed missle weapons and fighters about mid game. Basically, at some point, your high tech multi warp plasma torp got about five feet out the door and some jackass with a beemer vaporizes your ship. I love it when the skys are full of space crap creeping around trying to anal probe your ship. When the inverse square laws of power are repealed all you do then is beem things to death in an instant.
In the same vein, planetary defenses become useless. I really should be able to build as many starbases (and at least have my own general design) as I can afford to float, if that is my stragegy.
Planets are boring and the economics far to simple. Shortages make life interesting an give you a REASON to attack your neighbor.
Like in SMAC, it would be nice to have, in addition to one on one diplomacy, faction or universal relations. In SMAC you have a position in the 'UN' and vote on effective laws and actions.
Two games with interesting ideas are 'DEADLOCK' (nice economic model) and 'Empire of the Fading Suns' (interesting political and tech model).
Many games have tried automated goveners and burocrates, and failed miserably in implementation. I want to be able to at least TELL my minions what parameteres to adhear to and maby even what goals to work towards. It is a personal wet dream that those minions might adhear my wishes in some intelligent way. In every RTS and TBS I've played the minion AI is so consistantly suicidal I want them to defect to the enemy.
I should NEVER have to double click anything. I should not have to confirm that yes I realy want to do what I told the program to do, at least not without a groveling appology from the program. And I should NEVER NEVER have to confirm to the program that I indead read a purely informational message. ALL the information I need to push a button should be on display BEFORE I press that button, unlike CIV III where I am diliberately denied that information just so that I have to push that button to interact with a cartoon that tells me I dont have the right resourse to push that button.
If you need an excellent example of how NOT to design a game user interface pick up a copy of 'MERCHANT PRINCE II'.
Politics and Religion are affected by philosopy and evolve, they are not simple speedbumps on the way to someting else.
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