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Re: SE:V, I\'ll be honest
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Ship construction is boring. Diplomacy is non-existant. Ground combat is hilarious, no depth or tactic or anything like that involved. The only thing that is good is that those 4 races are using unique expansion/propulsion systems, but thats about it. Should i compare SotS to SEV, i would say SotS is an even bigger let-down than SEV :p And that already means something. I have to admit that a good mod, like Star Wars Mod or Adamant Mod or Devnull Mod could change my opinion about SEV. |
Re: SE:V, I\'ll be honest
Now i know i dont post often so doubt many care of my opinion :p
But i start played Se3 empires prolly 6,7 years ago.. Been playing Se4 pretty much non stop for months here latly. I was excited about the demo and well it was a bit of a let down. I cringe to think how much time was wasted on horrid 3d graphics.. Ground Combat teh i thought that was lame when i was 13, 8years ago in imperium galactica 2.. And omg how did ship design manage to make it this far in its current shape that'll keep me from playing tell its fixed in some way even i have better things to do than that process? Y cant i double click on a planet to bring up the construction que? Scrolling and stuff seems a bit jerky. I also just dislike the 3d enviroment the zooming in and out. Tho its not all bad.. I like the new supply and ordance system,the larger tech line, the real time combat could have potential really gotta test it againist Ai's in big battles to know if they can handle it or not. |
Re: SE:V, I\'ll be honest
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Re: SE:V, I\'ll be honest
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On the other hand, I do like the separation of resources from production, with resources being consumed proportional to production. This would eliminate the "richness" factor in the above calculation, which would instead factor into resource production (which would be relatively independent of population). The idea would be an economy of relatively few high population industrial worlds being fed by a larger number of low population mining colonies, the former probably being of high habitability and the latter mostly domed. Then some elegant rules to cover resource convoys to be defended from pirates & enemy player commerce raiders to create a military purpose for small ships... |
Re: SE:V, I\'ll be honest
Did any game ever really have a better planet development system and economy model than MoO3? Looking past the bugs, I can't really remember any that even came close. All other games have such simple systems, MoO3's is *complex* and rather realistic.
IMO an ingenius macromanagement system( development plans, budgets, etc.) that even allows for very much micromanagement if you'd rather do things yourself. |
Re: SE:V, I\'ll be honest
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Re: SE:V, I\'ll be honest
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Re: SE:V, I\'ll be honest
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And here I wonder if the original reason is simply that there are a lot of lawns to mow, so a fella could make a living at it. But bypass surgery is a skill needed only rarely, thus we make up for it by paying him a full wage for a few hours' work. Then of course greed set in. |
Re: SE:V, I\'ll be honest
OK, you've divided the game into two separate issues. I’ve played Reach for the Stars and MOO3. MOO3’s economics are a game within the game and could stand on its own. RFTS is a basically simple game with all the economics factored in. Has anyone ever played any game that had economic micromanagement and space combat in it that was any fun to play? If you want economics the get a game based on that and if you want planetary development then go get something like SimCity. You cannot get all those factors into ONE game. Somewhere, if you want combat and ship building you have to regulate the economics and planetary building. Do you really want a game that will take you hours to do one turn. You just can’t have it all!
In MOO3 when you get large the economics become unmanageable, as at that point you want the computer to take over the many planets you now have. The AI is flexible but still has problems taking over where you leave off. What you are all asking for is four separate games in one that run well. When you find one, please let me know. |
Re: SE:V, I\'ll be honest
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Click on a region, see its mineral value, and build mining or industry DEAs. Or research. Or gouverment. Or military. In SEV, i have exactly 5 things to value, mineral %, organic %, radioactive %, pop, size. THats it. Again, should i grade those 2 eco models on a scale from 1 to 10, i would give MoO 3 a 7-8, and SEV probably a 4-3. One thing you are missing in your comparion to Reach for the Stars is that that game was about macromanagment. You usually had fleets of douzens, maybe hundreds of ships, which you just send bulk against hostile fleets. Research was very simple as well, same goes for colonization. There was only planet size and atmosphere/temperature to keep in mind, of thise the last two were indicated by a colorcode (yellow, blue, green..) The entire game was more about big view. SEV offers a lot of micromanagment though, because of that i want to micromanage my economy as well. btw Are there any news of Aaron liste to the suggestions, like double-click-opens-the-planet-window, or rightclick opens-component-details, another rightclick-close-component-details ? |
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