Author Topic: Master of Orion 2  (Read 1415 times)

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Offline Kosh

  • A year behind what's funny
  • 210
For some reason I have been thinking about this game lately. I loved MOO 1, but I had a hard time getting into MOO2. What killed it for me was the command points system. I just couldn't stand it. What do you guys think of MOO2?
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

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Offline Grug

  • 211
  • From the ashes...
I think I played the demo at one point. A little to slow for me I think. There didn't seem to be much of a reward from anything... =/

 

Offline Ferret

  • 28
  • A very hungry Fiona.
I always adored the acronym for this game.

MOO!

 

Offline Flipside

  • əp!sd!l£
  • 212
I quite enjoyed it, the AI was pretty smart, though suffered from the occasional attack of stupid, the research tree was very big, and resource handling was ok as long as you grabbed planets early and held onto them with a death-grip.

My only complaint was the upgrade aspect of the game, which could sometimes leave you with entire fleets of slow, out-of-date vessels.

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Never played the full version. Only MOO3 and MOO1.

However, judging from demo, the MOO series suffered progressively greater attacks of stupidity which each game. MOO1 was good...two was kinda losing it, but still fun. MOO3 died fast when you realized the stupidly huge advantages given to defenders.
"Load sabot. Target Zaku, direct front!"

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Offline Prophet

  • 210
  • The know-it-all
MoO2 is simply the best game ever in its own genre.  The command point thing simply tried to prevent someone having a fleet of 20+ doomstars, and encourage the player to use those small frigates and corvettes.
The upgrade system was also best, ever. A laser will not magically turn in to a phasor deep behind enemy lines. It really won't. What I did was to kill off one race, then bring the fleet back to my major production centers for refit. Then send them back to waste the next race. Usually took 10 turns, at most, to get the newly upgraded fleet back out. That ofcourse depends on the size of your fleet...

And MoO3 is just stupid.
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


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Offline Ace

  • Truth of Babel
  • 212
    • http://www.lordofrigel.com
Thou shalt not speak of MOO3. MOO3 is an abomination, proof that there is no god and alien overlord Xenu hates us.

MOO2 though is proof that the Elerians are here to protect us from Xenu and Tom Cruise.

...and yes the command point system was there specifically to have "less=more" MOO1 is easily won by swarming. Creating tens of thousands of the smallest, cheapest, ships. MOO2 aimed for small scale tactical combat with the ship commanders. Effectively you'd have a few support ships and a few hero ships like the Enterprise or Galactica.

The ship customization and refit system of MOO2 is still the best one done, period. (GalCiv2's having the 3d models that you can tweak is a nice idea though)
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 
It's a great game, certainly the game of it's genre I enjoyed the most.  I'm with Ace, the ship design is hands down the best I've seen in 4x game.  Lots of interesting stuff you could do with your ships.

It was, however, not the best balanced game in the world.  Creative was way too valuable, and in general it was a game of he with the highest tech wins.  It had little annoyances too - like not being able to decide how your starbases were equipped (I'd much much rather have star fortresses armed with autofire disruptors or plasma cannons then death rays.)  Then you had the whole phasing cloak + time warp facilitator + hyper X capacitors thing, where ships became near invincible.  I was often annoyed that there wasn't any planetary expansion tech - if you wanted to make your tiny world into a large world, you had to give it to another race, turn a stellar convertor on it, then have another colony in the same system put it back together.  Same deal with toxic worlds.


And you know, I never even noticed the command point system.  Typically I either had no fleet worth speaking of, or a small number of technologically superior ships, or I had income so off the charts I could pretty much ignore the penalty from command points.

 

Offline Turnsky

  • FOXFIRE Artisté
  • 211
  • huh?.. Who?.. hey you kids, git off me lawn!
so many hours of my time were eaten because of that game.  :D
   //Warning\\
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do not torment the sleep deprived artist, he may be vicious when cornered,
in case of emergency, administer caffeine to the artist,
he will become docile after that,
and less likely to stab you in the eye with a mechanical pencil
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I was always interested in MOO, but just never got around to playing.  I suppose that makes it all the more strange that I've got a MOO2 t-shirt.  *shrug*

Anyway, thought you guys might want to take a look at
http://www.freeorion.org/index.php/Main_Page

The project doesn't appear to be too far along, but the screenshots are looking nice.

 
Good game. Had a lot of fun playing. It is still on my "if I have more time I play it again list".

Definitly unbalanced in some aspects, especially if you tailor-suit your race.


 

Offline Kosh

  • A year behind what's funny
  • 210
Quote
...and yes the command point system was there specifically to have "less=more" MOO1 is easily won by swarming.


Not always. Lots of black hole generators = death to a swarm.

One thing that I liked about MOO1 was that I had the ability to build a fleet, a real fleet. But in MOO2, I can only have a few ships. I really missed the fleet battles of MOO1. Everything else was good, just the command points were no good.........
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

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Offline Zuljin

  • 25
  • Cake!
Quote
...and yes the command point system was there specifically to have "less=more" MOO1 is easily won by swarming.


Not always. Lots of black hole generators = death to a swarm.

One thing that I liked about MOO1 was that I had the ability to build a fleet, a real fleet. But in MOO2, I can only have a few ships. I really missed the fleet battles of MOO1. Everything else was good, just the command points were no good.........

I've never had any trouble with the command points really.
But then again, by the time I start building my fleet, I can usually construct Doom Stars, and have enough Star Fortresses to last me a couple of dozen of them.
At that stage of the game, economy isn't a problem either, and then the command points aren't much of a problem either, since if you get more than you have it will just affect your income.