Lucian667, on 07 May 2016 - 12:40 PM, said:
I prefer turn based but I can live with RTS as long as it is slow and pauseable. But Zorg have you lost faith in MOO 4? What do you think of the current state of tactical combat? Is there any chance it will be good (like MOO 2) by release or is all lost?
I did my best to like MOO4. I even accepted the RTS combat idea and starlane idea, but... MOO4 have so many design flaws, that it makes me feel like my thoughts strike against the wall every time i'm trying to immerse into that game. It's bare logic and sci-fi anchors. Here are few examples:
1. Some race comes to me and asks for money. WHY ??? They call it Diplomacy;
2. No loot after the battle (loot idea is everywhere: capture a planet with artifacts in MOO1, capture a ship in MOO2 and so on and so of);
3. Small fonts in the research tree so hardly possible to read anything;
4. You have to go through all the colonies to build things as there are no user defined auto-build templates;
5. Silicoids like Inferno worlds aswell as Terrain worlds;
All that mentioned above plus poor RTS in general, poor Tech ideas for spaceship design in general, starlanes (they have to do something with it atleast with the help of Jump gates), poor diplomacy and minor worlds... poor game decision machine, poor game performance during combat AND...
the only way it's suitable to play combat now is that new triangular-primitive combat map (not because of my steam-machine performance, trust me. and even this way i can't rotate it 90 degrees with a hot key). primitive combat map !!! Year 2016 !!!! It was way better in MOO2.
All those design flaws just make me mad. My dreams are becoming destoyed against the wall of constraints called MOO4. No, thanks.

"Nice pictures, nice UI, balance and a good AI" © "This is no mine, it's a tomb!"
Poll from Zorg : Combat is the Core for MOO Universe 4x Strategy
Poll from Zorg : No LOOT in MOO/CtS