Announcement

Collapse
No announcement yet.

Master of Orion previewed in Finnish "Pelit" Magazine

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Master of Orion previewed in Finnish "Pelit" Magazine

    I took the freedom of translating the whole preview (which came today) into English , and it sure has some interesting points about the game.

    (begin preview)
    Few games have been so expected this year as the third part of the Master of Orion series. Instead of warming up old ideas, the whole game system has been renewed. Both in good and bad.
    Master of Orion III's idea of how being a galatic ruler is is beautiful. The player is not a jack-of-all-trades handling every possible action is his galactic empire, but a visionary handling the Big Lines, whose goals the local governments try to make true.
    When an exploration report from a new star system arrives at the Great Leader's desk, he proclaims "These planets are colonized, an outpost is placed here, ignore the others." The wheels of the machinery rotate and a planet housing space docks place a new colony ship under production. When the ship's finally ready, it is automatically set to fulfill whatever orders the Great Leader ordered - doing so no longer required his attention.
    Using the sliders in the budjet screen the Great Leader is able to decide how much resources are actually placed into colonizing those planets. In addition to ship construction money goes to science, infrastructure and Keeping The People Happy. The budjet screen is really handy, but the game could tell a bit more about the actual effects of the player's choices - currently, you'll have to adjust the sliders mostly by intuition.
    In addition to adjusting the budjet the Great Leader can decide about his people's freedom using the Oppressometer - keeping it high makes life difficult for both your own people and foreign agents and vice versa.

    Perhaps the most important tool in leading your space empire is the Grand Plan, a straightforward table which allows you to decide primary, secondary and tertiary goals for planets of a specific type.
    In the Plan you can for example say that the primary goal for high-mineral planets is to build mines, the secondary to build factories and the tertiary to build ships. The goals can also cross each other and you can leave for example the primary goal completely out, making a statement like "do whatever you want otherwise, but your secondary goal is research".
    With the Plan you can efficiently avoid micro-managing single planets, but you can also take that approach if you wish so. The usefulness of the Plan is also increased by the fact that you can change the types of single planets, causing it to consider that ultra-rich world a research one.
    The bad side of it all is that it is far too easy to just assume to role of a watcher and leave everything under the AI's control. Even if taking obsessive micromanaging out of the game is a noble goal, too much automatization in the basic things takes some feel of being there out of the game. However you'll have to admit that when your empire spans hundreds of worlds controlling every little thing would be too much for even the hardcore strategist.

    Warfare is perhaps the only thing in MOO3 where the player can't use the AI to do things for him. Because of the increased scale of the game, you don't control single ships but fleet divisions which consist of up to 64 ships. You'll have to create your divisions with care, because their efficiency in battle is determined greatly by the types of ships they include.
    The core of a division are its "mission ships" which decide the division's type. The "mission ships" can be for example missile ships or planet-killers, but also completely "normal" battleships. In battle, the mission ships are covered by escort ships, which try to take shots aimed at the mission ships and defend them in other manners. The third ring of ships are the guard ships, which are used to direct fire and probing the enemy.
    When the battles consist of even ten divisions per side, it's quite clear that the stats of a single ship don't matter so much in the end. Therefor, designing your ships doesn't feel so interesting like in the earlier MOOs.
    After playing the game for some days, you really can't say anything about the battles being real-time and everything. They may look like a simple click-fest, but using your divisions efficiently is hardly that.
    The same feeling of can't-really-say-a-thing-about-it-yet is caused by the whole game. It's absurdly deep and hard to understand, and after the first tries you really can't say if the game is the sovereign masterpiece of turn-based space strategy or an exploded mess impossible to understand by a human being.
    (end preview)
    Wiio's First Law: Communication usually fails, except by accident.

  • #2
    Mmmm... Absurdly deep...

    Comment


    • #3
      Originally posted by kallisti_dk
      Mmmm... Absurdly deep...
      Can´t be deep enough. This would be good news, but I will believe it when I see it. There are people that consider CivIII deep...
      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.

      Comment


      • #4
        Did he say whether he liked it or not? That is a lot of text just to say "well, I don't know yet, must probably play it more"... Though it looks like Moo3 will definitely be a game some people love and some just hate rather than a clone.
        Clash of Civilization team member
        (a civ-like game whose goal is low micromanagement and good AI)
        web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

        Comment


        • #5
          Damn double posts!
          Clash of Civilization team member
          (a civ-like game whose goal is low micromanagement and good AI)
          web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

          Comment


          • #6
            Regardless of whether MOo3 is good or bad, it certainly sounds like it is groundbreaking, that it is entering into new territory. It's just a different style of gaming, no wonder it takes a while to get used to.

            Comment


            • #7
              And now of all times there is a big need for ground to be broken in the gaming industry, the amount of "original" (meaning trying things not done before) games being released is very little.

              Comment


              • #8
                dunno what to say. we'll have to wait and see.....
                My Words Are Backed With Bad Attitude And VETERAN KNIGHTS!

                Comment


                • #9
                  Originally posted by LDiCesare
                  "well, I don't know yet, must probably play it more"...
                  Well, that's exactly the same conclusion the previewers seem to have drawn.
                  Wiio's First Law: Communication usually fails, except by accident.

                  Comment


                  • #10
                    Well, that's exactly the same conclusion the previewers seem to have drawn.
                    Yes, so that is the good news about the delay. The reviewers may have more time to make an opinion for themsleves, and post better review within a week or two. (I mean, the week the game becomes available)
                    Clash of Civilization team member
                    (a civ-like game whose goal is low micromanagement and good AI)
                    web site http://clash.apolyton.net/frame/index.shtml and forum here on apolyton)

                    Comment


                    • #11
                      Thanks for doing that translation, I enjoyed reading the comments. They provided better information about how combat management and play will go than I've yet seen.

                      Taskgroups, want to play!!!

                      Comment


                      • #12
                        Originally posted by Comrade Tribune There are people that consider CivIII deep...

                        Kids these days....


                        But you are exactly right. No game can be deep enough. A good turn-based strat game lives or dies off the level of detail.
                        A lie told often enough becomes the truth.
                        -V. I. Lenin

                        Comment


                        • #13
                          I just hope they keep 'em Tellytubbies as advisors!

                          It will never, ever work on my pc... You people have any idea of system regs?
                          I've allways wanted to play "Russ Meyer's Civilization"

                          Comment

                          Working...
                          X