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Moo3's Death by a Thousand Cuts

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  • An important announcement (or not so important, but I would like some trumpets, please):

    MOO3 officialy does not intrest me anymore. For the past few months I stayed well away from MOO3, taking a long deserved break (with the help of the army, somewhat). Only today did I learn about all those recent cuts.

    As of today, I have given another writer the task to write the review about the game. I no longer reserve the game for myself, no do I want a copy. No large fleets? No refitting? This isn't the game I helped create.

    This is shameful. I don't know what goes over QS minds right now, I really don't - but this game has lost all it's goals and drives.

    I miss Alan.
    "The most hopelessly stupid man is he who is not aware he is wise" Preem Palver, First speaker, "Second Foundation", Isaac Asimov

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    • Well, I was REALLY EXCITED about moo3!!!

      It was sure it was going to be the best strategy game EVER.

      And, when there were those cuts related to IF, I was a little disappointed, but still very anxious to see the game.
      IF was the major thing that would make MOO3 trully unique in strategy games, but, even without that, moo3 could still be a GREAT game.

      And then I've seen the cuts we are now talking about.

      ((

      I liked SO MUCH the economics system! I was thinquing: "wow! The designer got to have guts to put such a system, because its great, but complex.

      Now I find that it was taken out.

      Boarding was taken out. hum... It affects a bit game play, but affects much more the ambience. In spite of not using very much the boarding, I always thought that it was very cool to have that possibility. That dimension in space battle strategy. If I wanted, I could bet on that factor.


      I could say much more...
      and probably I will say it in other post soon.

      Comment


      • *Sigh* I wish Stars! Supernova Genesis would find a publisher. I also find it strange that we never see any screenshots of ground combat occurring. Let me guess, they've cut that as well?

        It's hard to stay interested in this game.

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        • --- No large fleets? ---

          I have to wait til the game comes out before I can make any serious judgements on that. Perhaps it won't make a real difference.

          ( Though if this is so multi-player games work I really wish that they would have made it so single-player games could have more ships. )

          --- No refitting ---

          No crew experience, ships that can be built much quicker and a high mortality rate among ships seems to me that refitting might not be as appropriate as it was in Moo2.

          --- boarding ---

          I'll miss it. But to be fair I was abusing it. ( Nuerton blasters and transporters and telepathy and a properly armed Battleship can take out a doom star in a single turn )

          --- economics system ---

          I didn't real get into learning about moo3 until the strategy guide came out. ( Then I spent a lot of time reading on the net to fill in the blanks ) So I don't know what economic system you're talking about.

          --- IFPs ---

          I've mentioned it before. They sound good, but when it gets down to details I really don't see how adding a new level of complexity will make a game go faster.


          To sum up. Good games have a certain energy. For some reason Civ 2 worked for me while Civ 3 failed. Moo2 has stayed on my hard drive longer than any other game. The only way we're going to know if Moo3 has what it takes to be a great game is to play it. Perhaps they've found a way to get RT space combat work

          Comment


          • "We have to wait til the game comes out before we can make any serious judgements."

            -- If I KNEW the game would be great, I would buy it right on.

            --Because I have some doubts (the cuts were HUGE, but maybe there is still much left), I guess I'll have to pirate and try. If the game is (in spite of all this discussing cuts) great, I will buy it anyway. If not, I'll regret much more these cuts.


            In my previous message, when I said IF I meant IFP.

            Comment


            • Originally posted by Bane99
              *Sigh* I wish Stars! Supernova Genesis would find a publisher. I also find it strange that we never see any screenshots of ground combat occurring. Let me guess, they've cut that as well?

              It's hard to stay interested in this game.
              Visual ground combat has been out for a long, long time. I don`t know if it was ever in even. What you get now is something like a radio communication while you move your troops from block to block (which represent planet regions/dea). Anyway here are recent screens of combat in general.

              Originally posted by booklord
              I have to wait til the game comes out before I can make any serious judgements on that. Perhaps it won't make a real difference.
              I don`t really think we have to wait to play the game. Alot of people are saying 'lets wait and see' but why do we need to do this if it is explained for us? We know the exact numbers of the original fleet sizes and the new, smaller sizes.

              I`m pretty sure they were reduced to make planetary defences more viable (and not a joke like in Moo2), but I consider that a folly. You can already build multiple starbases of greater effective size than the largest star ship coupled with defensive system ships. A system shouldn`t stand alone with no supporting fleet against a massive invasion anyway. Take away the ability to have a massive invasion and the problem is solved (coupled with the fact that we can`t have reinforcements now).

              Besides that this means we can no longer have fleets and/or armadas. Some astute person may claim a group of TFs would qualify but I think not. Also this completely removes the viablity of the small ship swarm tactic.

              It has been theorized that the numbers in a TF were reduced to make combat simpler. I find that *really* hard to believe. The purpose of TFs in the first place was to simplify combat, and no matter how many ships are in the group the group always acts as one unit as you cannot control ships individually.

              No crew experience, ships that can be built much quicker and a high mortality rate among ships seems to me that refitting might not be as appropriate as it was in Moo2.
              Perhaps, but from one source we were assured refitting would be in a patch. However, Rantz recently said that if we even had a patch it would be small, and he didn`t confirm refitting.

              Originally posted by Harel
              Only today did I learn about all those recent cuts.
              I`m beginning to think that none of these cuts are 'recent'. The feature lock has been in effect for quite awhile now and the mods over on IG are also alluding to this fact (that the cuts are old). It appears that the old cuts are just slowly leaking out and are really only news to us - the unwashed masses as it were.

              It is probably a very good thing that these cuts are being kept under wraps because of the impact they are making on the community. I don`t see anyone who is glad to see most of these cuts gone. The best thing that is being said is that 'they probably have a good reason' and 'lets wait and see'. The cuts aren`t malicious of course, they are being made for the sake of gameplay and poor planning. This still isn`t a good excuse.

              Anyway, enough rambling. I`m sure it will be a decent product in the end, but all these cuts are really bringing me down and the secrecy behind them makes me wonder how many more we are going to see and how bad they are. I`m sure there will be quite a few more between now and the time it hits the shelves (or the fan maybe).

              Comment


              • Visual ground combat has been out for a long, long time. I don`t know if it was ever in even. What you get now is something like a radio communication while you move your troops from block to block (which represent planet regions/dea). Anyway here are recent screens of combat in general.
                I was aware of that. The link you posted has no screenshots of ground combat as far as I can tell. Just spying, ship combat, and sitrep. I was talking about screenshots of you moving your troops from one planet region to another.



                Edit: Whoops, found the ground combat screens. He let his field commanders handle the ground combat. I guess there would be more detail if you decided to handle the ground combat yourself?
                Last edited by Bane99; January 24, 2003, 01:45.

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                • This thread has gotten far too whinny for my tastes...

                  Yeah, there are features taken out that I wish had stayed in and I REALLY miss the absence of Alan... a lot went "wrong" from our perspective because he left (and Storm...).

                  But let's face it, it sounds like it's still a great game. Yeah, it's a the "light" version of what we were originally thinking it would be, but for a "light" version of the original, it will still likely beat ANYTHING ELSE out there.

                  So I'll buy it.
                  Long-time poster on Apolyton and WePlayCiv
                  Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
                  7th President of Apolyton in the 1st Civ3 Democracy Game

                  Comment


                  • Who whines? I`m just lamenting the fact that so much is being cut. I still believe this game will be 'decent' no matter what, but good enough to 'beat anything out there' is coming into question.

                    Comment


                    • I think this can be summed up best by this phrase:

                      A game is not the sum of it's feature set.

                      I'll say it again:

                      A game is not the sum of it's feature set.

                      Compare the 'features' with, say, Warcraft 2. If you like RTSs, War 2 was phenomenal, and continued to be so for a very long time. But in terms of features? It was pretty bad.

                      War 3 had originally the idea of what, 6 races? At least 5 I know of - the demons. That entire race - which would amount to basically 1/5th of the game, given it's format - got cut because that wasn't working as a game element. And I hear that game didn't turn out so bad.

                      I'm not saying that lack of features makes good games. Far from it. But by the same token, adding features doesn't necessarily make a better game, and often detracts from it by adding complexity over fun. Some people like that; personally, I err on the side of fun.

                      So the most important thing that you should be asking yourself is not whether the features that were cut sound cool - because without implementation details or testing, ALL features sound cool - but whether the game, as you've seen it and heard it, sounds like a winner.

                      Does dealing with various types of task forces, up to 216 ships per side per fight, with potentially thousands of fighter craft, missiles, + starbases, ground bases, and system ships sound appealing to you? In a 3-d, real-time based game system, where maneuvering, stealth, angles of attack, range, fire rate and morale factor in sound fun to you? Do the beta tester reports of huge battles vs. the New Orions and each other sound like they had a good, challenging time?

                      You bet your ass it does. At least to me. Heck, I'd be happy to play a game revolving around basically that concept, and as it turns out, a lot of other people were as well - turned out well in Homeworld and looks decent in Orb.

                      Continue to ask yourself the same questions about Planetary governing, spying, the research tree, the techs themselves, the starlane system, the diplomacy system, the micromanagement options, the races, the backstory, the orion senate - do these things sound like a good time?

                      Does causing everyone to shun a race you hate and are at war with, forcing your allies to fight your war for you, sound like fun?

                      Does finding the 5 Xs sound like a cool thing to do after so long?

                      Does beating the New Orions via massive physical combat sound neat? How about out-voting them? How about voting them off the senate?

                      Does using various magnate races to do cool tasks in your empire sound cool? Does that AAR that Avatar posted about the bulrathi militia - the friggin militia! - sound awesome?

                      Does the backstory, as we know it, sound interesting and fun? Did that (crappy) Real Audio clip about the creation of the Ithkul seem like an interesting pretext and intro to the game?

                      That's what it's all about.

                      Comment


                      • bleh, I don't care about the Ithkul anymore. All this secrecy alienated me to the point where I just looked up what they are and then forgot them.

                        That said, features getting cut is a normal process. It's somewhat like what a good editor does to a author: Cutting all superfluous text to make the story flow better. It's a harsh process, authors usually care a lot for what they write, but it's necessary for the end product, and it's also why you need *external* control, like beta testers. Take the Apolyton Moo3 preview as an example, it could gain *a lot* from a mean editor cutting, say, 75% of the words. But the guys who actually thought up the features love them too much to let go of them:

                        I can't comment on how all the pieces come together without actually playing the game. It's the experience that must be right.

                        However, I do know that lots of visual feedback is necessary for me to enjoy a strategy game, I can't stand numbers. All I've seen of ground combat so far is a huge pitch-black screen. That ain't too exciting, really. When my soldiers are fighting, I want to see them. I don't care if they are arrows or little pixel-men... but audio clips alone will *not* do, so much I know. I put so much effort into conquering this damn planet and I won't even see the enemies drop down and die?

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                        • Chaos Avatar's new AAR tells of a base he has in a friendly empire's home system. The empire, being friendly, probably wasn`t conquered, though it may have been purchased.

                          Anyway, I`m thinking he just went in and colonized the planet. If this is so then it is a bad omen for border security. Dunno about the rest of you but this is a serious flaw/cut in my eyes.

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                          • Originally posted by RolandtheMad
                            Who whines?
                            You do. Incessantly.
                            We tend to scoff at the beliefs of the ancients. But we can't scoff at
                            them personally, to their faces, and this is what annoys me.

                            Comment


                            • Hmm.. now that they have a suggestion forum on IG, I wonder if they will come here for suggestions?

                              Comment


                              • I don't know how you guys can complain about fleet sizes without knowing the scale of the game better. Who knows how long it will take to build 216 ships? In MOO2, I'm not sure I ever had anywhere near that many even with my largest empires. MOO1, however, had thousands of ships. Does anyone know for sure what MOO3's scale is? What economies will support? What build times are? I'd be surprised if anyone but the betatesters had any true appreciation of how large or small 216 ships is. That being said, if it turns out to be a major limiting factor in single player, then it either will be patched out or the game will stink. Its a huge "cut" but it remains to be seen how damaging it will be.

                                If border security is weak that will be a major problem in the game. I don't know how many times I had to break alliances in MOO3, SMAC, and Civ2 because they colonized or built a city right next to me. I don't see what's so hard about setting up a system where you claim territory and if someone wants to dispute your claim, its a declaration of war.

                                The other major fear I have about MOO3 is the same fear I have about all the Civ-type games (including the previous MOO's) and that is that as you grow more powerful, the AI will just hate you for no reason, eliminating diplomacy. I can't imagine that has survived in a game as complicated as MOO3, but I was shocked it was in SMAC, so who knows?
                                Last edited by jscott991; January 30, 2003, 12:57.

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