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August 10th, 2003, 02:14 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
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No, combat should definitely not be increased to 120 rounds... that completely defeats the entire point of slowing it down...
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I agree, but then the probability that combat will end without a clear winner increases dramatically. So ship to ship combat will become a slug fest that Lasts several turns. I'm not sure how this improves gameplay. It would most definately slow the game down and that is the Last thing SE needs.
I remember playing MOO1 years ago and the game was based on fighting for a few planets. No warp points or sprawling galaxies with dozens of systems and hundres of planets. When you gained or lost a planet, it was a significant event. That is what I find most lacking about SE4. If I lose a planet, so what I have 50 more. The same with ships.
But MOO could never match the epic stragies that are the true soul of SE4. True the planets and races are largely interchangeable, but the most fun occurs in planning and executing massive attacks across dozens of systems. Everything about SE4 from the economy model, to research and intel, through the galaxy layout and movement is a part of this overall strategy.
I've more to say on this topic, but I'm being called away. Until next post...
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August 10th, 2003, 02:52 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
play with only home planet type and that other only one.
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August 10th, 2003, 04:20 AM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Ack, I was making suggestions on how to achieve this....
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Originally posted by deccan:
I'd like to see a MOO2-mod too. Specifically, in MOO2, ships were tough, took a long time to build and were powerful. In SE4, ships are disposable and a dime a dozen. I'd like to see a MOO2 mod that reflects this.
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August 10th, 2003, 12:36 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
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Originally posted by Imperator Fyron:
No, combat should definitely not be increased to 120 rounds... that completely defeats the entire point of slowing it down...
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Sorry, IF, but I don't quite agree here. My idea is that ships should be able to take more pounding, so that a ship shouldn't be easily crippled or destroyed in a single attack pass by another equivalent tech / size ship the minute combat starts. I would then agree to increasing combat turns to prevent stalemates.
I do suppose that in terms of overall gameplay the effects would be similar. After all, if a ship is going to die at the end of combat anyway, then it's faster to have it die over 2 rounds instead of spreading the death over 10 rounds.
But for role-playing purposes, it really sucks for me to see ships go down like flies. At least then I can tell myself that the ship gave as good as it got, fought to the Last man, went down in a blaze of glory and so forth. But I do see that this applies primarily to tactical combat instead of strategic combat.
Also, I remember that big ships in MOO2 were bigger than big ships in stock SEIV. Ships in MOO2 could carry a LOT of weapons and lots of cool doohickeys.
[ August 10, 2003, 11:40: Message edited by: deccan ]
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August 10th, 2003, 02:59 PM
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Re: oooo aaron! - looks like moo3 is flopping... ;) do se5 faster?
Quote:
Originally posted by Ack:
..I remember playing MOO1 years ago and the game was based on fighting for a few planets. No warp points or sprawling galaxies with dozens of systems and hundres of planets. When you gained or lost a planet, it was a significant event. That is what I find most lacking about SE4. If I lose a planet, so what I have 50 more. The same with ships.
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You may try Proportions or AIC mods. There, every colony is a significant investment and losing a single well developed planet is a tragedy worth writing a game story on this forum 
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