zela zela

features of moo2 that would be nice in gc2.

features of moo2 that would be nice in gc2.

few specific features that moo2 and mom had are the following.

1:random heroes (they dont have to be uber like in endgame mom) that you can assign to a ship or to a planet that gives it bonuses.
-these heroes could have item slots or some kind of leveling scheme, example a hero who helps ships could have a defense/offense/other bonus paths when leveling.

2: you control the units in the battle and dont just watch them, there should be a feature to be able to control your units in battles and the like and add in factors like speed and wpn range, for ppl who dont actaully want to spend time controlling ships they could just use the current watch the battle or just let it finish asap options.

3: special in combat devices for ships, this can work quite well after number 2 is included, like a specific missile or ecm pulse and the like(moo2 has tons of ideas).

55,519 views 63 replies
Reply #51 Top
I have very fond memories of tactical combat in MOO2.

That said, I never want to see it in a Gal Civ3.

Simply put, even with the world's smartest AI, I've never seen a game which combines tactical combat and automated combat, and sucessfully does both. If you have a great, if unbalanced tactical option, then automatic resolution seems to always suffer horrible casulties, or make ridiculous sacrifices.

If a future or current Gal Civ product got multiplayer, than I would not want to risk having any automatic/tactical imbalance.
Reply #52 Top
for the person who didnt understand number 3, I was talking about adding more things to combat than just atk, def and hp.
also when saying ecm pulse, I meant emp device not another def thing.

they are things that can work for autocombat aswell
examples:
-a emp wpn than neutralize the enemy for 1-3 turns but can only be used once per combat(can only be put on medium-large hulls), the a.i will be programmed to use this on the ship with highest hp+def or hp+atk.
-a device that makes it so theres a chance the enemy shots will be reflected back onto itself(endgame device and has low chance of working).
-a cloaking device that makes the ships who were attacked invisible only for the first turn, that way these ships always get the first attack(although it will take alot of space)


Bah, galactic rulers concern themselves not with minor petty details. Galactic rulers should view in the grand scheme of things (strategy). The tactical combat is gibberish and blasphemy for strategies.

With that said, the galactic ruler will gladly hire you when the need comes for a tactician.


Anyway, I would believe the point of the simplified version of attack/def/hp is just so a player wouldn't have to micromanage every aspect. This means we assume that ecm jammer is already some kind of defense wired into the ship when the ship get that missile defense and that's why the ship is not taking as much damage as it normally would. I guess we as players will have to use our imagination and assume that the missiles are being jammed and such.

Maybe people should demand Galactic Civilization - Tactics where the player assume the role of a military general/leader.

The game will emphasize on 1) weapon development 2) ship building 3) tactical combat 4) multiplayer
Reply #53 Top
Not to mention that "trick" modules almost always allow for some form of cheese that the AI can't compensate for.
Reply #54 Top
I personally think, that at least ONE GAME in this world, concentrate on bieng SINGLE PLAYER ONLY, without tactical battles, so to concentarte on what makes the game the game, and FUN!
If CGII attempts to do this, GREAT! That way, for this "genre" of a game, it can be maximized, and enjoyed by those you want JUST THAT in a game, nothing more.
MULTIPLAYER-okay, play something else.
TACTCIAL- okay , play a different game.
At least one time, for one game, if I saw an ad stating "dedicated single-player, with more strategic then tactical focus", in space, turn-based, I'd check it out. Even just for a "breather"
THEN, as it turns out, CGII is an awesome game anyway!
That's my <.02 worth..
Reply #55 Top
As an expansion pack I would love to see Asignable personas to planets (govenors), ships (captains) and fleets (admirals). It adds a whole new feeling of atachment to things when you start putting a human(oid) face on things. The real issue Im sure is that while its not that hard to code adding a 'slot' for a character, its gota be a real son of a B to get the AI to effectively incorperate all the subtle nuaces that go with it.
Reply #56 Top
I personally would like tactical combat, both in space and on the ground.

I've never understood why people don't like other people having more options. Me, I suck at strategic games, having tactical combat would allow me to play a game without cheating. If you feel it's an exploit, then don't use it.

That said, I don't think it would work very well in GC, because the ships aren't designed like they were in Moo2. That borrowed heavily from board starship games, and had things like firing arcs and such. And the weapons in GC2 aren't granular enough - most weapons do what, 1-5 points of damage? Hit points are pretty low, too.
Reply #57 Top
I'm a huge fan of tactical combat, for me that was the whole fun of playing MOO... and whether people like the comparison or not, this is a MOO take off. I don't think any of us would be playing this if not for that. There should be an option of "autocombat" though, so people who don't like it don't have to use the tactical. The whole fun of tactical was to determine what ship to target with what, you could have fired off your anti=shield weapons first, then your hull penetrating weapons etc... I'm getting used to this style now... but it would be nice to have the option to go to the old system.
Reply #58 Top
Actually, in it's defense, it's more of a Civ ripoff. I mean, it's called "Galactic Civilizations"
Reply #59 Top
Lastly.. i wonder if stardock is tired of people suggesting them to do something from MoO or Civ.. especially over and over.


I think that when a huge ammount of your fanbase keeps pestering you with one very specific request, you don't 'get tired'. instead, you get the point.



EDIT: BTW, I reckon its more of a moo2 ripoff than a civ4 ripoff because everyone who loved moo2 will likely try this game while most ppl who play civ4 never even heard of it or care about it
that said, ripoff might not be the best word :>
Reply #61 Top
id like tactical combat then it wouldnt so zomg i got bigger army i win :\


although as an option.
Reply #62 Top
Shipyard refits, i.e. instead of paying cash to "upgrade" I can have a shipyard do it using military production.

In Diplomacy, I'd like see a "What will you offer me for this?" option along with a "What do you want for this?" option. Also, when trading technology, offering a technology that has prequisites should add the prerequisites they don't have automatically; and they should be removed as a group too. I don't like the AI complaining that I don't have the technologies straight when it should NOT be MY job to keep them straight.
Reply #63 Top
MOO2 is a truly classic and I believe Stardock knows very well that borrowing ideas from this classic would not be bad at all for the GC series.

Borrowing the tech tree idea would be AMAZING. It would totally fit into the GCII concept of deep gameplay.

Also being able to make proposals to the council like in Sid's Alpha Centauri would totally extend the diplomatic aspect of the game. We need more of some diplomacy extending features for sure!