hiddenranbir:In terms of mass, the galaxy is much more empty than the game portrays it to be. Of course, the game also portrays starships the size of planets, so I suppose we aren't talking about the same thing. More galactic terrain would be nice, as we'd already agreed upon.
Asteroids are, IMO, essential to the new balance of the game. On the one hand, you might want to make colony ships, but maxxing out your asteroids first also is a viable option. Reassigning Asteroid production is also key during various wartime activities. In this sense, it's much more than just a simple building.
As for wormholes, giving access to them, even with technology, unfairly favors the ones who are near said wormholes. One way unpredictable destination wormholes already exist as part of the exploration scheme. I suppose that random wormholes could occur throughout the game, but I know that I, for one, would simply get annoyed with such a "feature."
ToS Iceman:
When was MoO2 released again? We're talking 2006/07. And nope, it's not a matter of the right upgrades. The right upgrades would be to make the simplistic base stuff more complex. This model of releasing a simplistic game and then adding features with expansion packs is designed to extend the lifespan of a game, and that's alright, but it also makes you feel unsatisfied in the most interesting stage of playing a game, when it is new.
It doesn't matter when it was released. MOO2 has not had any game approach its dominance until the appearance of GalCiv2 and that means that it bears relevance, regardless of when it was released. For my part, I rather think that most of the new games today put too much emphasis on graphic content and not enough on the actual gameplay.
Making simple games more complex is not necessarily a good way to make the game better. MOO3 went exactly this route and it was an utter disaster. Civ2 was, in some ways, a more complex game than Civ3, although I like Civ3 better.
Simple games are often the best. There were many more complex strategy games than GalCiv2 and MOO2 right from the start, and there have always been games of world conquest so complex it went right down to realistic portrayals of real units. The success of the Civ series is not in complexity, but in playability and accessibility. Chess is not a great game because it's complex. It's a great game because it's both simple AND complex.
All great games aspire to this standard.
I think that your disastisfaction with the game has less to do with its simplicity and more to do with personal taste, which cannot be argued, of course.
It's easier mostly, not necessarily better. A few straightforward branches. Depends on how you like your games.
It's not easier. It's harder. Civ3, for instance, has a very tied-together tech tree, which means that there's only a very few ways you can manage it. Eventually, you have to go through tech bottlenecks to advance, and that means that tech acquisition proceeds more or less the same few ways, every time.
MOO2 also has this problem. You can't research the trees independently because researching just one tree and neglecting even one other means that you have important key weaknesses. Eventually, by trading or by stealing, or by researching, you MUST acquire the same few key techs each game or you will lose. Weapon or defense, it doesn't matter. Variation is less.
Linear tech trees with mutually successful management schemes despite completely ignoring entire lines means a different game with each combination. You can run with the diplomacy line or you could run with the weapon lines. The game plays differently depending on that choice. You can choose diplo/influence, diplo/terraforming, diplo/weapons, or whatever dual tech strategy you prefer.
Spin Control Center, for instance, is a great building if you're Diplo intensive, because it allows you to fake off wars, but still allows you to trade for important weapons tech when you need it. You typically have a few ships you upgrade and no more. If you're more army intensive, it isn't worth as much, and all the diplomacy in the world won't help you acquire weapons tech. You'll have to research those yourself. It's a fundamentally different situation.
That's what everyone in the industry wants you to think. Release the game unfinished, it'll be patched later. Just because *everyone* does it nowadays, doesn't mean it's correct.
Everyone does it that way because it works. Blizzard, by blowing away its competition, has definitetively shown this to be the winning paradigm.
Games are
always released unfinished because we now expect
all games to have excellent and continuing tech support. Experience has shown that an evolving game with great support is better than an OK relatively bug-free game with minimal to no support.
What's "correct" or not is irrelevant. This mode of software development is superior to the "complete game/no support" paradigm, and this can easily be shown to be true through several examples.
What "everyone does" is also irrelevant. I bought the game on the supposition of continuing patch updates because that's
what I want. If I thought that the game had fundamental problems, I would simply wait for the right patch to be released and play it then. Patch performance is the most important determinant. Post-patch games must play, play better and better, and be time-sensitive.
At least most, and surely the frequently documented ones. And maybe this beta testing system is not effective?
My brother is a software developer. I have it on good authority that games as graphically complex as GalCiv2 and WoW and Warcraft are extremely difficult to test for bugs, especially the CTD type ones which are absolutely not tolerated.
WoW had a worldwide beta test for months and months. So did Warcraft III: The Frozen Throne. Regardless of how efficient the testing is, the sheer brute numbers of this kind of testing has not been beaten, and the Frozen Throne STILL shipped with several CTD bugs.
DA IS mostly bug-free. I've played it quite extensively, and apart from a few CTDs (which I've also experienced on the Civ games), it's okay.
That's your opinion. I've beta tested for a game that was released almost bug free. Sure there were some minor bugs, but none that you'd bump into during normal gameplay, and none that would spoil the game for you. There were 2 free major patches, that added content, improved gameplay and fixed a few bugs. This is just an example, mind you. A somewhat recent one.
"Almost bug-free" is itself an opinion. Even just one bug will kill your fun dead if it happens to YOU. You beta-tested for the game, so you're naturally biased for it. The final release will, of a certainty, feel significantly better than your beta-test exerience, but even you concede that it is absolutely not bug-free. You would probably feel the same if you beta-tested for DA.
"None that would spoil the game for you," is a valued, opinion-based, arrogant statement. How can you possibly know what would or would not spoil the game for me? Conversely, if you think that some bugs are reasonable, and your claim is reasonable, wouldn't the generally good reviews of DA also point to "mostly okay" bugs? Like other objections of yours, it boils down simply to a statement of taste and nothing more (or nothing less).
Some installations just cannot be built planetside, I guess you know that. As for starbases being built in deep space, well, I wonder what the logistics and support for that would be.
It's a fictional game with fictional support. Installations which cannot be built on-planet are largely unknown because almost all real installations ARE planet-based. The game allows for the conceit that planet tiles are used for both orbital and planetside construction. Orbital Terraformer and Orbital Fleet Manager are examples of orbital installations which occupy planetary tiles.
As I said, if the installation is orbital, then it wouldn't be a Starbase, would it? It would be an
orbital platform of some sort.
I don't know of logistics and support for deep space installations because I don't know of anyone who does anything related to that. Neither do you, because such things do not exist. In some sci-fi universes, deep space installations are harder to supply, in some universes, they're easier. It's just a matter of which model you prefer.
Not if you could have carriers, and planetary fighter (not as in GC's "fighters") support - eithr ground based, or space station based if you will.
I have never seen fighters and carriers done to my satisfaction, ever. It's just as well for me that DA and GalCiv2 don't even attempt it. Fighters are essentially guided multiple ordinance - little more than manned missile platforms, if you will. I don't see the point in complicating the game for a marginal complexity that isn't strategically significant.
Carriers are essentially battleships with bigger and longer-range "guns." What's the big deal?
That's what I was refering to as "cheese". You find that realistic? The game relies on this kind of thing, my point.
It's a game concerned with starships and plasma weapons, dear. "Realistic" gets checked at the door.
Dan Greene:
One thing Master of Orion got perfect in the original game was making it so that the same exact tech opportunities were never available to the player. I.e. although the tech tree was limited, though not as limited as GALCIV 2 feels dammit, it felt like each game was different because you had some things which helped shape your strategy and some things that didn't. It wouldn't be a huge detractor in Galciv 2 DL/DA either if you were given the option in the setup screen to make that selectable. That way you'd have to spend more time trading with your racial counterparts for tech you really needed.
I disagree with your opinion. Particularly in the case of Psilon and Klackon, your tech opportunities were severely limited - no choice whatsoever. No matter how your play Psilon, you always ended with the same techs - everything.
MOO2 tech management tended to several very circumscribed lines. I know because I've beaten that game at Impossible with every race and with a custom race at -10 ability just to milk the score.
You could dither around with unoptimized tech management, but if you really wanted to win, there were only a very few select tech strategy lines you went for.
With DA, I feel that each game is technologically different, because the map and situations in each game makes each tech matter less or more. Of course, we all beeline Ion Drive and Universal Translator ASAP, but there have been some games in which I delayed that because I needed ship production a bit more early game (and my race was pathetic at ship construction).
I've had games in which I entered a war with winning tech because everyone else's been locked into an arms race with only two weapons technology. That almost never happens in MOO2. You have superior weapons, or superior defense, but
utterly strange new weapons no one's ever heard of? It just doesn't happen. Neither with the Civs.
Dude, the ground combat would be any less entertaining if there was a video of the windows calculator doing the math while you watched. All that is happening, is you are inputting numbers and spitting out numbers. All I was looking for were a few more variables to spend 2-5 seconds tweaking for effect and some interaction rather then watching a lame exposition of computer graphics 20 years into the industry of said operation.
Remember OREGON TRAIL circa 1985-88, the hunting module, what did that take to program like maybe an eight hour shift? It's got more interaction in it then the entirety of the ground war for Galciv hmmmmmm k? It's not about the graphics, it's about the fricken gameplay depth, in this case, lack there of.
Depth isn't always good. It doesn't make sense to make each planetary invasion take more than a couple seconds to code in when you could have 50 planets to conquer, and maybe fight over, conquering them twice over. You
could play every combat in Civ3 like it was Shogun: Total War or even as an RTS minigame, but it would hopelessly bog down the real game and it would be a royal pain. As you know, the Civ series doesn't allow you to manage your combat, either.
Even in MOO2 you only took over ship controls if the game's AI was too stupid to use your ships effectively. Many people didn't bother even creating many hyper-effective ship designs because it entailed having them control each combat tactically.
Having 3 or 4 factors to control that essentially gives you 5 or 6 effective options to code for is no different than the 3++ options the game already gives you for invasion options, except that entering your choice precoded is easier and less time consuming.
Tweaking your 8-10 variables to the same 2-5 optimized options each time is not different from just offering you those 2-5 options as buttons, right from the get-go.