No game has EVER compared to MoO2 imo, it doesn't matter who makes it. In the end, his dominion did not touch a single poster. I suppose the gist of it is this: Why should I support your project instead of holding out for bigger and more impressive iterations on the 4x genre like Stellaris and Endless Space 2 that are also due next year? Your art is uninspiring and reminds me of a tick based browser game more than anything and you don't bring anything new or revolutionary to the genre. It feels a lot like a nostalgia cash-in and a hobby project rather than a serious game project. The main issue I have with your game, and I don't mean to be intentionally derisive of your work, is that it looks very bland. It doesn't all need to be 90s grimdark and super serious but a balance is needed to a little verisimilitude.Īnyhow today we have a new article covering some of the ideas behind fleet composition and trying to make all ship types relevant through the game:Īs for something to show, here's the Synth spy! I won't go around bashing other developers, but my main gripe with Stardrive 2 is it being a little too cheeky with the setting. Well I enjoyed Stardrive 1 for trying to go real time and its Escape Velocity style. If they had just cribbed EVERYTHING from MOO2 including the combat instead of just cribbing everything BUT the combat. It felt like a 5th grader designed and implemented it compared to Starsector's combat. There's a ton I could say about it, but the one thing that stands out is the combat. Even after all the bad reviews I'm a sucker for MOO2 clones so I gave it a try. Just bought StarDrive 2 while it was 50%. Much like buttholes, families are meant to be tight.Ĭopied from Starsector thread but relevant here: Still the tactical combat demo should give a good sense of the feel and direction we're headed for.Īnyhow for today we have a new design series article covering the starmap:Īlso, like the Xantus a "summary" pic for the Humans! At the same time what different 4x gamers want can vary significantly. We felt that'd be dishonest.Īnyway word of mouth is the important thing, I don't blame people for being burnt out on other 4x games as that's the reason we started this. But we didn't want to play games with the budget like setting a 30k goal for a stripped down version of the game and paying for species as stretch goals. For a game like this asking for our amount we knew going it that there's a 10% chance of success just on looking at the numbers. For purists they can turn off those options and have a very MOO2 like experience. But at the same time we're wanting to avoid the being a direct clone trap with taking some risks with things like the galactic cold war and grand menaces. Well I'm viewing nuMOO as XCOM and us as Xenonauts. That said I'm glad to hear that the possible/likely failure isn't going to doom the project, and I expect you'll have my pre-order or whatever when the time comes. While there's a good chance that it will be terrible, at least if the recent gameplay teaser was anything to judge it by, I imagine people would be a lot more receptive to LOR if that wasn't a thing. Not only people have been burned by several 4X titles over the last few years, but there's also a new MOO on the horizon. I suppose the timing might not have been the best possible one for this. Looking at your kickstarter page breaks my heart.
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