![]() MoO4 again hits all the needed spots for this while not quite hitting the mark. One of the hallmarks of a good 4x game is how fun can the title make building and maintaining an empire both during peace and while at war. *eXploration was kind of small so I posted eXpansion as well. This means that outside of a few interesting discovers there is nothing much out there to explore other than the standard planets and there is no challenge in seeing them all. The final note is that regardless of which side of the line a player falls, either loving or hating the use of Starlanes, the fact that there is a fuel free mechanic as well means that with just a few scouts, a player will have met all races by mid game and explored the entire galaxy by mid game, unless the player is playing a spiral map which forces the research of a tech to allow traversal of unstable Starlanes. ![]() This would allow player to continue exploration but also once a colony is established, it could be upgraded to a station at a reduced construction time due to renovations. per/turn) as standard outpost if not a little extra build time due to adding refueling station or what not. They should have the same costs to build (10 turns and 1 BC maint. ![]() To facilitate this, consider allowing Outposts to be build around planets outside of of colonized systems.This immediately adds a level of strategy as now a player must choose between investing in colonizing the local Starlanes within reach or investing in infrastructure to allow exploration of the game map. Possible Solution - Add fuel to the game.As a result of this, the player doesn’t actually need to concern his/herself with exploration at all. Without fuel a player can just send off a few scout ships on auto-explore and, barring any poor AI choices, never need to micromanage them again. No Fuel Limit - Not only does a player only need a minimal investment in scout ships which in and of itself means that there really isn’t a need to have a scout class in the game if only 2-4 are ever built, but there is also less of a need to speak with fellow races in the game.There is a need to have a player feel as though they are feeling a sense of wonder and even veterans of the title should see something new every now and then. While the Starlane mechanic is seen by some as a gameplay enhancer outside of the exploration, the use of Starlanes good or bad is not the issue as far as exploration is concerned. Additionally, a very early scanner tech assists exploration by allowing any player owned ship inside of a system to reveal all planetary information of the planets in system thus allowing players to be in and out of a system in two turns. Using the Starlanes, a player will find a few interesting features but not much more than a few past the first playthrough. Currently there are two galaxy types, Circular and Spiral, with the Spiral galaxy breaking up sections of the galaxy by unstable Starlanes that can only be traversed after a early/mid-game tech is researched. In MoO4 exploration is though a fuel free starlane filled space. Traditionally, the use of an open map with fuel consumption as the limiting factor forces the player to calculate outpost ship construction, fuel cell research, and speeding colony ship production up instead of other areas. Given that all the very similar hallmarks of explore new systems and planets is in all 4x space empire building games, the make or break for MoO4 would seem to lie in the exploration mechanic itself. ![]() When looking at the exploration of aspect of Master of Orion: Conquer the Star (MoO4), the player can get what seems to be decidedly two strong points of view off the bat. ![]()
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