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Moo3's Death by a Thousand Cuts

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  • Originally posted by Harry Seldon


    But how many times was the MOO title shuffled when the company that owned it was bought buy another? If it's been owned by three separate companies (I could be wrong on this one; please be gentle), it was probably started several times then scrapped when someone else came along with "fresh ideas" from the new HQ. I have no excuses for Civ, though. I've never played it and from the blistering anger coming from some of the posts I've read, I probably never will.
    Exactly! That's a major problem...the MOOII people aren't even around, so this new version has no basis for comparison by the developers, which means it could be a supremely inferior game. One of these days we may all find out...

    Civ III? I dislike it...a lot. Not as fun, bombarding is useless, bombing raids are useless...oh well.
    Veni, vidi, vici.
    [I came, I saw, I conquered].
    -- Gaius Julius Caesar

    Comment


    • . . . supremely inferior game. . .
      by the same token, it could be supremely better. Perhaps all these months of waiting will be worth it, and the sky shall rain joy and the masses shall bless the name of quicksilver.

      For game quality, I still have high hopes. Otherwise I wouldn't be here. Now release date wise, I'm still in the December 1st 2003 camp. Nyah nyah nyah.
      By working faithfully eight hours a day, you may get to be a boss and work twelve hours a day.

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      • Originally posted by Kc7mxo


        still in the December 1st 2003 camp. Nyah nyah nyah.
        Me too, December 1st 2003 is prolly right.

        And by then I'll have Galaxies, so MOO3 will be nothing major.
        Veni, vidi, vici.
        [I came, I saw, I conquered].
        -- Gaius Julius Caesar

        Comment


        • I almost feel guilty (almost) for bringing it up again, but I thought the IFP idea was a very good one. My first knee-jerk reaction was to be a bit alarmed at the concept, but once it sunk in, I got to like the idea more and more.

          I especially liked Xentropy's entry (all the way back on page 3) re this. I hadn't even thought of the multiplayer implications of IFPs (i.e. the end of the clickfest). I think he's absolutely right on that one.

          The reasons I grew to like the idea were that, firstly, it would remove alot of the micromanagement headaches, level the playing field for the AI and let the player focus a little more on grand strategy. These were the prime motivations for inventing for IFP I think.

          But as a useful side effect (apart form the multiplayer thing) would have been to create a more realistic "emperor" role for the player, rather than as a sort of generally abstracted overlord/god. And there would have been a whole new aspect to the game in the hiring, firing, promoting and (possibly) whipping/punishing of your governors/admirals/satraps/whatever. Additionally, the reliance that you would subsequently *have to* place in those subordinates would open a while new avenue for assassinating and bribing other player key people, and wondering which of your people had been "got to".

          And why did they scrap them completely? Just add a button to turn them off at the beginning of a game!

          Nonetheless... I still have hope yet!

          Jon...

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          • Their implementation of IFPs was dumb. You could look at every screen or planet in your empire but only got charged an IFP when you actually made a change. This was obviously hopeless as players would then feel obliged to look at everything first and then figure out how to spend their IFPs and that would have taken forever - slowing the game down, not speeding it up.

            If the idea is to limit the time taken then a time limit is the most direct way of doing it, as they have done. Alternatively, you can restrict access to information as well as the ability to make changes. E.g. charge an IFP every time you leave the top level screen to drill down into some detail - ship design, planet display, whatever.

            Andrew

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            • According to the preview you can play a multiplayer game with a time limit of 1 minute! Yikes! Can you imagine that in a large multi-player game?

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              • Think you've got a point with that. Though I still think IFPs would be a time saver overall.
                Spending points to view stuff in depth would be fair enough: perhaps even advantageous and more realistic. After all, you could look at summaries etc with no problem, but any deeper inspection would be like or equivalent to a special investigation, or setting some bureaucratic task force to work on digging up the details for you imperial Majesty.

                The computer moving ships for you though, I never liked that bit, but they could have just excluded it... I don't really consider that to be micromanagement.

                Jon...

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                • The key to IFPs would be trust. Yes, you could view each planet to see where you should spend your points, but if you trusted your advisors you could use their reports to decide what to do. I could see if you had a sector doing horribly you'd want to find out what's going on; THEN MM would come into play. That's the way the real world works and it'd be cool if MOO3 had reflected that.

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                  • Yeah, that's kind of what I was getting at.

                    That would add nicely to the whole people management aspect. Not only would leader/governors/etc be good or bad at a job, their accuracy of reporting would be a factor too (it would cool to find out an incompetent planetary governor who's been lying to you and fire/vaporise him on the spot!).

                    Jon...

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                    • IFPs were never a good idea.

                      Concept
                      1) Did anyone like the idea of the AI moving your ships? To make it worse the AI was apparently bad at it. Once you cut ship movements from the list. IFPs became concentrated on colony management.

                      Implementation
                      2) In the game cutlist it was written that while the colony AIs were good they didn't eliminate the players need to control mulitple aspects of his empire in a single turn. Imagine if you will a turn in which you had emergencies in multiple colonies of your empire. ( Possible if your currently being hounded by spies causing unrest) Which would the player like to do. Make a series of quick changes to fit under the time limit. Or only change one or two and have to risk revolt or worse on the planets he couldn't help.

                      Usage
                      3) Finally you come to the ultimate failure of IFPs which can best be described in the following quote.

                      "Come on hurry up your turn!"
                      "I need just a little longer to decide how to use my IFP points!"

                      It's possible for some players that turns would actually take LONGER using IFPs.

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                      • I didn't like the AI moving my ships, either, but it would have been nice to have colonial IFPs. Give us the option to turn it off if we don't want to use it. I get tired of setting all my colonies to Trade Goods towards the end of the game only because I'm sick of flipping through the build queue trying to get back to my invasion. And if I was playing multiplayer I'd use time limits regardless of management method; the same person who plods along with IFPs is the same person who deeply considers whether to implement Terraforming or Subterranean Farming.

                        To reiterate, not being able to control every small detail is what real life is all about. Since they've been cut, this is a moot arguement but I still think the design was a giant leap in the right direction. This genre will eventually reach a point where if something is not done about the MM aspect, the innovation for gameplay will drown under the weight of clicks. I admire the MOO team for trying to burn a way through the quagmire before most people realized they were lost. It's unfortunate that it didn't work but there's always next time.

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                        • To reiterate, not being able to control every small detail is what real life is all about.
                          And being able to travel starlanes to battle New Orions and join the galactic senate has what, exactly, to do with real life?

                          Stop being so pedantic. If that's a kind of game that you like - only having so many choices on what you can do that turn - that's fine. But comparing it to what we can and can't do IRL is silly. I play games, in part, to escape that aspect of my life, not to reinforce it.

                          To reiterate, IFPs only reinforced that you had to use governors to do the right thing. Those governors are still there and you're more than able to use them. You just don't HAVE TO.

                          In short, you have the option to use it or not. You can give them hints as to how you want the world built, let them manage it on their own, or do whatever you like in between. It's up to you.

                          How is that different than what it would have been IFPs? Not very much, except that you have a choice in the matter.

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                          • Originally posted by kalbear

                            Stop being so pedantic. If that's a kind of game that you like - only having so many choices on what you can do that turn - that's fine. But comparing it to what we can and can't do IRL is silly. I play games, in part, to escape that aspect of my life, not to reinforce it.
                            Whoa, buddy! I agree with you on this point; I'm not interested in playing a game where I go to work, get yelled at by my boss, and drive home to a lousy dinner either. If I wanted that, I'd get the Sims. Haven't you ever fantasized about being in control, as a president or a king, in the REAL world? I do. Because I believe I could change the world for the better. Now, I play all sorts of fantastic games and this one will be no exception. Isn't living in a fantasy world bound by some of the constraints of Real Life still an escape? How is controlling a galactic empire a different than dreaming about running your department or store at work (excepting the starships, lasers, etc... )? I dream of running the shop, so to speak, especially when I'm having a crappy day. When I do, I'll envision myself making the decisions I feel are correct, treat everyone the way they deserve to be treated. Of course, this is not to say I don't occassionally envision myself engulfed in flame choking people from across the room with the might of my will alone . These are two separate escapes for me.

                            I have many games that allow the latter type of release for me and I feel it would have been an interesting challenge to be faced with the former. I don't see many games like that, if any, and I think the concept is ahead of its time. The lack of IFPs won't keep me from buying the game or enjoying it and if they had added them in I would want the ability to turn it off, as I said before. So I don't feel like advocating a game with this design indicates in any way a narrow minded approach.

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                            • Is this Multiplayer's fault

                              Having skimmed through this thread, it appears to me that most of the cuts seem to be to make MP easier.

                              IMHO, most of the "simplification" to meet the "average" player is a direct result of trying to make a game MPish. That is simple and able to be finished in a few hours.

                              Has anyone else considered that?

                              I like the occasional MP game, but I think MP is the "unwashed masses" of computer gaming.

                              Comment


                              • Re: Is this Multiplayer's fault

                                Originally posted by Ghostbear
                                I like the occasional MP game, but I think MP is the "unwashed masses" of computer gaming.
                                I agree. I wish MP had been tacked on in an expansion. Maybe this will help them sell more copies of the game out of the gate, who knows? If it contributes to sales enough to entice a MOO4 or MOM2 out of IG then you won't hear a peep out of me on it.

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