Re: MOO3
Talenn:
I disagree with you that the "choose one of the techs" in MoO2 was dumd. IMO, it's brilliant in theory, because in theory it presents the player with tough choices and forces the player to engage in some combination of conquest, espionage, and/or diplomacy to gain the other options. It's a mechanism that creates more gameplay.
In practice, I agree many of the choices were not that tough to an experienced player. But there were a few tough ones. I always agonized over Missile Bases vs Auto Factories, both critical technologies. If more of the sections of the tree had forced decisions like that, it would have been a stronger tech tree design.
On the other hand, I missed MoO1's random deletion of techs from the tree. That ensured that every game played at least a little bit differently - and, sometimes, a LOT differently. I played a game once in which nobody developed anything that could harm planetary missile bases until very, very late in the game. The only way to take systems was to try to bLast out the missile bases with spies! Eventually, the really powerful late-game weapons changed that and the conquests unrolled again.
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