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February 26th, 2003, 06:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: MOO3 finished!
I think the point has been made many times, but not quite understood.
In any PBW game, you have ZERO influence on combat once it has started.
Your effect during the battle is the same whether combat is computed using a turn based system, a real time system, or simply flipping a coin and killing ships randomly.
Obviously, flipping the coin gives you a very unrealistic outcome.
Turn based more accurately simulates the "real thing"
Real time simulates it even more accurately than turn based would.
The only hand-eye coordination involved here is the simulated coordination of your AI ship's gunners. 
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February 26th, 2003, 06:39 AM
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BANNED USER
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Join Date: Nov 2001
Location: Near Boston, MA, USA
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Re: MOO3 finished!
If I understand this,
Real Time Combat can not be done in PBW or PBEM so it seems as though there will still be a Stratigic combat.
Am I right?
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February 26th, 2003, 06:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: MOO3 finished!
Strategic combat = humans give all orders BEFORE combat, and none DURING combat.
Whether that fully automatic cambat is "real time" or turn based has no effect on the skill or coordination required.
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February 26th, 2003, 08:16 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: MOO3 finished!
Yeah... I thought I was clear on that. MP games would have to be done with strategic combat (no player input-mid combat) either way, except for hotseat games. Otherwise, the game would get bogged down very easily. There is a good reason why there is no tactical combat (human controlled) in all non-hotseat MP games of SE4.
Hotseat games probably aren't how most MP games of MOO3 will be played. They certainly aren't for SE4 for most people (at least from what I have heard).
Single player games benefit equally from properly implemented real time combat, as I have explained already.
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February 26th, 2003, 10:24 AM
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Corporal
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Join Date: Jan 2002
Location: Hawaii
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Re: MOO3 finished!
Quote:
Originally posted by desdinova:
ok, so here a the new alphabet
a b d e f g h i j k l m n o p r s t u v w z
i have removed the c as it can be represented by the k or s, q replaced by kw if necessary, y replaced by i or e, x by z or ks.
and here is how some of the current words can be respelled
quick - kwik xylophone - zilofone recess - resess hungry - hungree hex - hecks
ok so not every word gets simplified.
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Here in Hawaii there are only 13 letters in the alphabet. Then of course we have two new Languages blending into American English: Ebonics and Pigeon. It is unbelievable how society goes with the flow...probably in 100 years there will be major differences in the English language and the dictionaries of the world keep getting bigger when new Languages are accepted.
But to keep on what I thought this topic was about. What does anyone think of MOO3. All the reviews are extremely negative, negative, negative!?
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February 27th, 2003, 02:30 AM
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Lieutenant General
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Join Date: Jan 2001
Location: Oxford, UK
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Re: MOO3 finished!
I read another Moo3 review
http://www.quartertothree.com/reviews/moo3/moo3-1.shtml
Now I reaaly in doubt should I bother with Moo3. Here is why:
""In addition to being maddeningly inscrutable, MOO3 completely misses the point of the previous games' appeal. The ship building in Master of Orion 1 and 2 was a large part of their personality. You designed space ships by stuffing their hulls with nifty little devices, maybe tweaking them to make them fit better or hit harder or skew further to the side to draw a bead on more nimble enemy ships. At its best, it was like building model spaceships. It was one of the signature elements of Master of Orion.
And MOO3 fails completely to recreate it. Ship building here has all the excitement of letting the AI draw up a laundry list of the most advanced components. Sure, you can get in there and do it yourself, futzing with the inconsistent interface and trying to decipher unexplained numbers and statistics. But don't expect any payoff, because you use your ships as fleets built according to esoteric rules that seem to have been inspired by Harpoon. This downplays your individual ship designs by forcing you to use them in clusters that are utterly devoid of personality. And then you get to the wretched tactical combat.""

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It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets. - Voltaire
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February 26th, 2003, 04:04 PM
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Second Lieutenant
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Re: MOO3 finished!
About the real time thingy:
Me think that the best way to do real time combat would be with "action points".
I.e: You have a ship with 5 action points. The ship would use those points to either move or fire, or a convination of both. If movement cost one action point per sector, and firing two action points, a ship could could move 5 sectors, or move 3 sectors and fire once, or move 1 and fire 2, and then it would have to wait for action points to replenish, not completely, but at least one point to move again.
This way manouvering and reloading would be simulated, and the real time thing would be slow enough for slow players like myself.
But I still think I'll prefer turn based...... 
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