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SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

Thank you for running this LP. It was one I always felt needed to be done but never had the stomach to do myself.

Like many others, I was enthralled by the development process, and for a few weeks tried to convince myself that it was the greatest thing ever.

I actually prefer MoO2 to the first game. Part of it is because that's what I played first, but also because it has an incredible soundtrack.

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SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

Thanks to this LP, I reinstalled MoO2 after getting home from work yesterday.

When I finally stopped playing it was 1:00 am :negative:

EDIT: I remember that Quicksilver tried to be super-secretive about what the Ithkul were. The ultimate lesson I learned from that was no matter what the reveal is it's impossible for it to ever match the speculation, but what I do remember was the placeholder art they used for them was a thumb with an angry face drawn on it. I used it as an Avatar on a couple other sites I was on at the time.

SirPhoebos fucked around with this message at 15:51 on May 5, 2016

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

SugarAddict posted:

I played Moo2 yesterday for about 5 hours straight.

I just wish they would actually fix up Moo2 for modern systems instead of inventing new poo poo and telling us it's not poo poo.

I actually picked up the MoO reboot last night and was really getting into it, up until I got my first combat and discovered it was real time :suicide:

EDIT: I feel the need to effortpost, and this feels like a saner place than the Steam forums. I don't have a problem with real-time in and of itself. When an Empire-building game has a tactical-level combat, my big question is "Does this give me more opportunity to influence the outcome than just going to auto-resolve?" In MoO2, you definitely can. The perfect example I can give is finding a monster protecting a system near your homeworld. What I'd do is research Fighter Bays, Battle Pods, Fusion Beams and Fusion Drives, then build a bunch of frigates carrying a single interceptor each and have them do their best Benny Hill impression while the fighters slowly whittle the monster down.

It's true that by end-game combat becomes a clusterfuck that frequently comes down to who gets to shoot first, but I feel that that is an issue that can be fixed rather than something that's so insurmountable it requires fundamentally changing a core aspect of a series. And I would have thought that the success of XCOM and XCOM 2 would have shown that modern audiences aren't turned off by turned based combat.

In MoO3 I never got that feeling that my input ever mattered, but there are enough problems with that game that I don't know if going real-time was to blame. I'm open to the possibility that that real-time tactical combat can be as varied as what you get in MoO2, but I haven't really played a game where that was the case.

SirPhoebos fucked around with this message at 16:25 on May 6, 2016

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

Hey Lib, where did you get your redtext from?

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