![]() ![]() That not helpful to Stellaris but for argument's sake.Ģ. "MoO2 did not have maneuvering as a real tactic." You had cardinal shields and you could spin your ship in place to turn an undepleted shield towards enemy. I am however going to give short examples that ppl don't know what are they talking aboutġ. As one who really played MoO2 I'm disspointed Not even one surpassed it although it can be done relatively easily. Watch at least once Star Trek TNG for you general sci fi culture or you lived for nothing Can't argue with no arguments at all, that's just me educating you and is no fun for meĪll space 4x games after MoO2 take after it. ![]() I won't even bother to answer to non scifi fans. As long as the game sells you don't need to be good at it nor have conscience problems I guess. To people who disagree, you obviously have no valid arguments such as why/how so I take you either don't know what you say or you are employees. and there's a lot more where they came from. Also a bug: I've just found out why fortress doesn't work: basicly you can't build a stripped down fortress then upgrade it and expect it to work. It's just a beautiful package for half backed ideas like the games for tablets that went way down because of tablet requirementsĮxample: whole diplomacy was revamped pretty much. It's called Distant Worlds and it's got almost all the freedom you need in this kind of gameĪlso, the intellectual maturity of this game doesn't reach even the first Star Trek series. There is another game out there better at grand strategy although not so good in art but that doesn't last. I understand that is suppose to ease multiplayer, but the community is not forming and is not going to last. games 20 later are 20 years back? Why are we not going forward :-/ This is the one game that had potential in a long time, however one that knows the good stuff as me doesn't get fooled as easy Here's hoping to Stellaris 2 gets it right. Trade routes could be disrupted simply by camping a system between two empire capitals that's part of the trade route for instanceĬome on. Stellaris could easily have trade agreement for 10% + something energy formula between empires, and again it could have custom trade routes that can be raided by a pirate faction, player privateers and what not, perhaps in for an expansion. more exciting leaders with extra perks like coming with a special technology and moreĩ. Also you had a planetary missile installation, planetary laser and so on.ħ. You should also be able to freight populations with colony ships betwenn planets. You could freight food between colonies and there was much more attention to realism, such us you could build ships from the planet I seem to remember. You could teraform every planet in MoO2 which is normal, with planetary shields and allĥ. For example I could have a bunch of destroyers with PD I could move out of range if they weren't needed, but all I can do is retreat (and get damaged for it)Ĥ. Missiles do the stupidest thing firing at the most distant group. ![]() No tactics at all in battle like maneuvering, or at least choosing which group to fire at. you should use spies to get every bit of information that counts, separated in espionage missions, like get star charts, system vision for system x, fleet loadout, certain tech tree, steal tech, assasinate leader, sabotage ships, fortress, spaceport, planet building, INCITE REBELLION etc.ģ. Here's an ideea for espionage: you should not be able to see what the enemy fleet is equipped with, even it's firepower. Also no tech trading which is just cheesy. No espionage, sabotage, counter and such. and there's an even more advanced concept in latest Star Wars, regardless of its shortcomingsĢ. End game research isn't spectacular like in MoO2 - no dreadnoughts, special weapons or anything. ![]()
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