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Author Topic: Master of Orion Reboot  (Read 16160 times)

gimli

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Re: Master of Orion Reboot
« Reply #75 on: February 24, 2016, 09:22:42 am »

Uh....the MoO franchise goes down the toilet.  :-\
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Culise

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Re: Master of Orion Reboot
« Reply #76 on: February 24, 2016, 10:30:07 am »

*went

No, that's not entirely fair.  I actually kinda liked MOO3 back when it came out, and to be fair, it was no more different from MOO2 than MOO2 was from MOO1.  It's just that it didn't quite pull off the reinvention quite as well as the transition from MOO1 to 2, while MOO2, in spite of largely jumping on the Civ bandwagon, did so with style.
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gimli

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Re: Master of Orion Reboot
« Reply #77 on: February 24, 2016, 10:47:40 am »

^ As I've heard MoO 3. had an interesting ground combat system.
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Majestic7

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Re: Master of Orion Reboot
« Reply #78 on: February 24, 2016, 11:12:46 am »

MoO3 had interesting ideas regarding limited attention available from the central government to the big empires, but they panicked and changed direction too many times in development, leading to a lackluster result. Ground combat had good ideas, yes.
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Robsoie

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Re: Master of Orion Reboot
« Reply #79 on: February 24, 2016, 11:25:49 am »

I have noticed on civfanatics someone was making a java version of MoO1 :
http://forums.civfanatics.com/showthread.php?t=547552

http://www.java-moo.com/

Lots of interesting entries in his development blog, he hired a profesional illustrator to remake the old pixelated MoO1 screens into frankly amazing ones.

Looking back to it , apparently to avoid a nasty case of C&D , it has changed name and is now known as Remnant of the Precursors, and still developping fortunately.
http://remnantsoftheprecursors.com/
and will move to someday :
http://www.pretendstudios.com/
« Last Edit: February 24, 2016, 11:28:02 am by Robsoie »
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MonkeyHead

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Re: Master of Orion Reboot
« Reply #80 on: February 24, 2016, 01:36:22 pm »

^ As I've heard MoO 3. had an interesting ground combat system.

Long time MoO3 player and veteran member of the now defunct MoO3 community and modding enterprise here.

Yeah, along with many other aspects in the game, MoO3 had an interesting ground combat system. It went something like this...

Races all had ground combat ratings based on their inherent biology, relating to toughness, reactions and so on. Each species had a preferred combat environment relating to gravity, terrain and atmosphere. There were a variety of ground combat units dependant on if you knew the techs, each further augmented by bolt on ground combat techs relating to weapons and armour. As an empire could be made of more than once species, it was more than feasible to have multi race armies, with high initiative human marines supported by high hit-point Bulrathi armour fighting alongside one another.

To initiate ground combat you had to get drop-ships loaded with troops into a planetary system and overcome any space or orbital defence and unload them onto a planet, normally after bombarding it. Ground combat began with an overview of the forces facing off, and an overview of where the combat was taking place in terms of type of planet and terrain. Usually, the invading force would be a well equipped yet relatively inexperienced force of varying units, and the defenders would be a rag tag assortment of militia, and whatever units had survived the bombardment. You then had to pick a combat strategy such as ambush, flank, mass assault and so on... each offensive and defensive strategy gave bonii and malii to your combat attributes, and operated a little like scissors/paper/stone. As such, you had a complex multi-faceted system that looked to take into account many things when modelling the ground element of interplanetary war. It was more than possible for a rag tag band of humans to fight of the invading aliens of superior tech level if the environment did not suit them and you picked the best defensive strategy for the units/weapons/environment/races, and in theory should have made you think if invading the high G gas giant homeworld of a race was worth it or even feasible with the forces and tech at your disposal. I found myself setting up specific combat units of various races with specific types of combat in mind.

Alas, like most other things in MoO3, it was broken. The spreadsheets that underpinned the ground combat routines were a mess. Various properties and functions were mislabelled or mathematically wrong so it really did not matter what units of what race you had with what weapons or what stratagem, as there were no working variables, and the AI would never actually attempt to invade due to how it handled fleet management. It took literally years for us to track down each and every single problem in the code, and restore and enhance the intended functionality. But when it was fixed - boy was it beautiful. One notable playthrough had me as a human empire that enslaved a cybernetic race. Said cybernetic race was used to churn out millions of ground combat units that swarmed the known universe thanks to their high environmental tolerance and decent toughness. What they lacked for in smart initiative based fighting they made up for in raw numbers, enhanced by generally following mass assault tactics and allowing for high collateral damage with nuclear, chemical and biological agents allowed in combat. They only ever had difficulty against races with high inherent toughness, but throwing enough troops at them worked in the end.

jocan2003

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Re: Master of Orion Reboot
« Reply #81 on: February 24, 2016, 08:41:42 pm »

CatTits? o.O
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Wiles

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Re: Master of Orion Reboot
« Reply #82 on: February 26, 2016, 10:07:08 am »

Well I have a bit of buyers remorse for picking this game up. It's not bad, but it's not great either. I have never played the previous MoO games, so I can't really compare it with them.

The production values are great, the game looks good, the UI works well, the voice acting and music are also pretty good.

The game on the other hand feels pretty lightweight. I didn't get the civilization style just one more turn feeling, instead I was left with a "this is it?" feeling. I know it is early access and all, but I feel that the groundwork for what the game is going to be is already there and unless the game goes through some pretty drastic changes I don't think I'll like it all that much.
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redwallzyl

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Re: Master of Orion Reboot
« Reply #83 on: February 26, 2016, 11:26:40 am »

Well I have a bit of buyers remorse for picking this game up. It's not bad, but it's not great either. I have never played the previous MoO games, so I can't really compare it with them.

The production values are great, the game looks good, the UI works well, the voice acting and music are also pretty good.

The game on the other hand feels pretty lightweight. I didn't get the civilization style just one more turn feeling, instead I was left with a "this is it?" feeling. I know it is early access and all, but I feel that the groundwork for what the game is going to be is already there and unless the game goes through some pretty drastic changes I don't think I'll like it all that much.
they did do the cool thing of putting the original mater of Orion games on steam which is really nice.
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Shadowlord

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Re: Master of Orion Reboot
« Reply #84 on: February 26, 2016, 11:55:11 am »

They were already on GoG, though.
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Majestic7

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Re: Master of Orion Reboot
« Reply #85 on: February 26, 2016, 12:32:57 pm »

Eh, I don't know if I want to pay full AAA-price for early access 4X. I thought it would be like 25 euros, not 50.
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Aklyon

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Re: Master of Orion Reboot
« Reply #86 on: February 26, 2016, 02:22:02 pm »

According to The Mighty Jingles' video, it'll be in EA for 3 months. So I guess we'll see how it turns out then.
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gimli

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Re: Master of Orion Reboot
« Reply #87 on: February 27, 2016, 08:32:34 am »

^ As I've heard MoO 3. had an interesting ground combat system.

Long time MoO3 player and veteran member of the now defunct MoO3 community and modding enterprise here.

Yeah, along with many other aspects in the game, MoO3 had an interesting ground combat system. It went something like this...

Races all had ground combat ratings based on their inherent biology, relating to toughness, reactions and so on. Each species had a preferred combat environment relating to gravity, terrain and atmosphere. There were a variety of ground combat units dependant on if you knew the techs, each further augmented by bolt on ground combat techs relating to weapons and armour. As an empire could be made of more than once species, it was more than feasible to have multi race armies, with high initiative human marines supported by high hit-point Bulrathi armour fighting alongside one another.

To initiate ground combat you had to get drop-ships loaded with troops into a planetary system and overcome any space or orbital defence and unload them onto a planet, normally after bombarding it. Ground combat began with an overview of the forces facing off, and an overview of where the combat was taking place in terms of type of planet and terrain. Usually, the invading force would be a well equipped yet relatively inexperienced force of varying units, and the defenders would be a rag tag assortment of militia, and whatever units had survived the bombardment. You then had to pick a combat strategy such as ambush, flank, mass assault and so on... each offensive and defensive strategy gave bonii and malii to your combat attributes, and operated a little like scissors/paper/stone. As such, you had a complex multi-faceted system that looked to take into account many things when modelling the ground element of interplanetary war. It was more than possible for a rag tag band of humans to fight of the invading aliens of superior tech level if the environment did not suit them and you picked the best defensive strategy for the units/weapons/environment/races, and in theory should have made you think if invading the high G gas giant homeworld of a race was worth it or even feasible with the forces and tech at your disposal. I found myself setting up specific combat units of various races with specific types of combat in mind.

Alas, like most other things in MoO3, it was broken. The spreadsheets that underpinned the ground combat routines were a mess. Various properties and functions were mislabelled or mathematically wrong so it really did not matter what units of what race you had with what weapons or what stratagem, as there were no working variables, and the AI would never actually attempt to invade due to how it handled fleet management. It took literally years for us to track down each and every single problem in the code, and restore and enhance the intended functionality. But when it was fixed - boy was it beautiful. One notable playthrough had me as a human empire that enslaved a cybernetic race. Said cybernetic race was used to churn out millions of ground combat units that swarmed the known universe thanks to their high environmental tolerance and decent toughness. What they lacked for in smart initiative based fighting they made up for in raw numbers, enhanced by generally following mass assault tactics and allowing for high collateral damage with nuclear, chemical and biological agents allowed in combat. They only ever had difficulty against races with high inherent toughness, but throwing enough troops at them worked in the end.

Yeah I watched some videos on YT yesterday about the ground combat. It had some good ideas.
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Blue_Dwarf

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Re: Master of Orion Reboot
« Reply #88 on: February 27, 2016, 11:16:41 am »

I watched quill18, and it wasn't bad at first glance.
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Beggars` Sect

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Re: Master of Orion Reboot
« Reply #89 on: February 27, 2016, 01:41:30 pm »

Eh, I don't know if I want to pay full AAA-price for early access 4X. I thought it would be like 25 euros, not 50.
But think about supporting the poor, hard-working devs! It`s not like their publisher has any resour....oh...well.

The whole thing is just another pathetic retro-necro cash grab - let`s snatch the license and milk the fanbase by releasing a lame, uninspired clone of the original (changing some core mechanics to appeal to casuals of course) packaged in some shiny polygons. And voiceovers! It`s got VOICEOVERS! Who cares about gameplay when you have voiceovers and a "modern" UI?

I`m actually not too bothered about the "game" itself - been through this routine so many times now that it don`t matter anymore. Also there`s plenty of awesome 4x games out there anyway  (I`m still playing Distant Worlds and have a few in queue).

However, seeing this thing on GOG is worrisome. Their pricing and choice of releases has been really abysmal recently. Now, 30 pounds for a Collectors Edition of an EA game? How does this even make any goddamn sense? (unless you`re a GOG accountant?)

It doesn`t, but the cherry on top of this rotten cake is the fact you can`t even get the CE extras. These will be available (SOON).

Insert a facepalm.jpg of your choice here.
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