Re: MOO3
James Sterrett:
IMO, the CONCEPT was sound, but the execution was silly. Many of the techs had NOTHING to do with one another, you just had to make an arbitrary choice. The example you gave was a perfect example of what I'm saying.
Now if it had been a choice between 'x','y' or 'z' weapon or variant of weapon or somesuch I would have enjoyed it. Many of their choices just seemed not too terribly relevant to the other items on the list.
Also, IMO it would have been nice to be able to go back and research the other techs perhaps at a surcharge. That would make more sense but the whole 'This is your one chance for tech 'x'...didnt take it? Ha! You lose it forever!' idea doesnt seem to have much basis in reality and IMO didnt add much to the game play.
I understand the effect they were looking for with that, but I think they missed the mark in implementing it. SE4 does and admirable job of rewarding people for specializing their techs while still allowing the ability to go back and pick up neglected techs. In fact, I think SE4 might be a bit TOO forgiving in that regard.
FWIW, I'd like to see all techs in SE4 take a minimum amount of time to research or else give diminishing returns on huge piles of RPs.
Talenn
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