I want to love this game, I really do, but it has some problems that need to be corrected or I see this going into my pile of 4x games that were only touched once or twice and never seen again. I am going to start off with that I do like and why followed by the big issues and what they need to do to correct this.
1. Sound! Omg, I was smiling from ear to ear when I realized the music forI want to love this game, I really do, but it has some problems that need to be corrected or I see this going into my pile of 4x games that were only touched once or twice and never seen again. I am going to start off with that I do like and why followed by the big issues and what they need to do to correct this.
1. Sound! Omg, I was smiling from ear to ear when I realized the music for the colony ship landing was the same from the original.
2. Graphics are great and their attention to detail just amazes me, like having the ship’s path curve AROUND the star. The races are detailed and beautifully rendered.
3. The UI is clean and unobtrusive. This is great because you get the whole galaxy as your backdrop.
4. I love the colony manager and how they display your information, it is a great take on the MoO 2 mananger with a modern UI.
I have enjoyed playing, but I can say the same for the countless MoO clones. Sadly like them I see this getting played for a bit until the combat becomes so bland I don't pick it up ever again, usually two to three games.
1. Combat - The combat is real time and I have no direct fire control of my ships. Sure I can get into tactical mode where I tell them where to go and who to shoot but that does no good if I cannot control the weapons. I don’t want a real time combat, I wanted MoO turn based ship combat. Sure you could get bogged down in MoO 2 space combat if your fleets got really big at the end game but that is why you had AUTO. In MoO 2 you could make some really nuanced ships, and special variants, in this because of the ship combat AI you are forced to make brute force ships.
2. Research - I love MoO 1’s research, you could play multiple games and get different techs each time. I only ever saw Hand Phasers once out of countless games. This made research unique and you were always checking in on the other races to find out what they got that you didn’t. Here I find myself making strange and unintelligible choices. Why must I choose between fusion bombs and fusion beams? This doesn’t make any sense, all it does is make an optimal research path that min maxers will figure out and share, it does not add variety.
3. Range - There is no range mechanic. In the first MoO games you were limited by how far your fuel cells would let you go. A scout now however can go all over the galaxy and find everything and everyone. So instead of a gradual expansion moving forward and meeting aliens, you are thrust straight away into contact and have to start shoring up your solar systems at the Starlane warp points so you can at least hold on to some of your colonizable planets.
4. It has been brought to my attention the 500 turn limit can be turned off. It is the Excellence victory condition in the Advanced Options menu. These options need to be labeled better. I am testing a game with the turn limit turned off. (update) I got far too bored and just stopped playing.
5. Star lanes - These don't belong in a MoO game at all! Part of the tactics were worrying if commiting your fleet was going to leave you open at home. You could pick where and when to attack, now you just walk right into bottleneck after bottleneck after bottleneck. These need to go NOW. I had an anomoly pop up near my homeworld in my first game and I thought, ok without a star lane it must take a while to get to it right? Nope, one turn, one turn for a distance the same distance as the star lane going to the next star system. That star lane took FOUR turns. This makes no sense. These need to go.
If you haven't purchased it already I suggest waiting. I would rather play MoO 1 or 2 before touching this one again.… Expand