My summary: For a strategy game you need to have one main attribute that will maintain your interest to the game. And that is "strategic decisive control" of your empire. I see three aspects of this: 1- To have the **information available** to conduct player strategic decisive control. 2- Direct Micro Management game controls **to access** and utilize player strategic decisive control. 3- To have that control at **the moments you need it.**
Ion Stream
I couldn't see any way to edit posts. I hope they add more features to this forum. Avatars would be nice. I don't have the game, so I can't help you there.
Frogboy: Please don’t *croak* on us. LOL We need your support and improvement of this game. LOL Ribbet. And we want to let you know of our gratefulness once we play it. I read this site for several hours the first day I came. I could see the whole concept [b] – to make military conquest just one of several other *equally viable* alternatives to winning. [/b] And I was extremely impressed with the ideas that have gone in to making it work. My hat’s off to you and all who contr
Boogiebac: Thanks for the info related to my question. Obliterator: Thanks for the info about ship strategies. Ship strategies should help with the ever important *long term enjoyment curve*. JavaScout: Thanks *again* for the info about ship strategies. Again, this will help with the long term enjoyment curve. LifeWish: What you have described about your ideas for in-game ship strategies/battle implementation is similar, in ways, to Stars Supernova Genesis.
JavaScout: Thanks for your help. I too hope our discussion will be informative to others. I checked out your link above regarding ship design. Looks interesting and I can't wait to try it. And I want to peruse your site. BTW, I think there is a way that you can get my review sooner. ;) ;) ;) :D If I'd known 6 months ago about the beta access, I'd have it. Maybe you can discount the beta, now with only 3 weeks to go. :D In GAl Ci
Originally posted by Ion Stream: "Above, I described the reasons why MOO3's not letting you pick techs, nor letting you discover techs onboard enemy ship designs, were serious draw backs. It removed so much from the strategy scope. I consider certain strategy elements absolutely integral to maintaining the 4X [b] strategy scope and tradition. I CONSIDER SHIP DESIGN IN THE SAME LIGHT." Please forgive me for using all caps, but I don't see any way to "bold" text, to make a point
I do thank you for your comments JavaScout. I understood everything in your first paragraph *already* before I posted; nevertheless, I posted what I did, even having the perception in your first two paragraphs. I tried to convey how important core strategy 4X elements are to a 4X strategy scope. Certain elements, like ship design, are irreplaceable and integral to the perception and taste of long term 4X gamers. I did say the game has my support and that I would play,
Thanks uruguru Is there a thread or something that talks more about this?
Hi Gals and Guys. New here, done a lot of reading, and I’m up to speed on much of this game. I’ve been a deep thinker of 4X space strategy games for a long time. I can quickly discern how a game’s strategy elements or missing elements will effect a game. I know, generally, what the true traditional 4X gamer thrives on and why. I’m very happy to see a terrific MOO3 alternative here. I see already that I will play Gal Civ more than MOO3. MOO3 needs a major patch of a type that