Feedback from Alpha
Idinyphe
03 Mar 2016
So let us have some feedback.
I am very aware of the fact that there is no balance at the moment so this will not be an issue at all as I expect that this Is the main focus at the moment (beside bugfix from the input of Alpha buyers)
So many things other people are complaining will be not topic in my post, I don’t see the point to give feedback for that kind of things before Beta.
It is the first reboot of an ancient franchise so I will put on gloves as I really want them to succeed.
The work they did is amazing. Some people would say that this is a copy of original of MOO with the races of part 1 and the gameplay of part 2. That is OK for me as too many copycats did this very wrong, they did not finish a copy of the existing game before putting new things into it.
The devs here do this and I think this is the right way to catch the magic of the original.
The graphics are very good. I can’t understand why a lot of people dislike them. Please do not change the graphics this is also part of the reboot to stay to the MOO 1 standards and look&feel. No need to invent new races or shipdesigns.
Even the music is the same but that is a very good thing, the music is excellent.
Speaking of races: the characterisation of the races is the best thing I have seen and now we know what was missing the whole time:
The races and stories were not good and THAT is the core of MOO. It is not combat, it is not strategie, the stories are the thing where MOO 1&2 still shines compared to all others.
This is the first game where I think they are taking the right direction. Good aliens = success!
The game is stable at the moment at had about 2 crashes in 20 hours of gameplay. There are a few bugs (yes... the ship editor is messing with the ship names...) I think the devs are already aware of. There are some bugs with space factorys (if aliens start to build something and are interrupted there is no way to get rid of that started infrastructure) but nothing really bad.
Let’s talk about the bad things...
The overwiew of existing buildings does not really help to find anything. This could be extended with a simple list, but keep the planet, it is nice.
The diplomatic system is very CIV like... that is OK but we will see how this develops.
Switching to spacelanes and dropping fuel was not a good idea but we will see what the devs will do to balance the fact that you can fly anywhere you want. So you could send a fleet into the heart of the aliens capitol and that will not play out well. But that is only my opinion. Reminds me on the “stack of doom” in old CIV games and they were taken out of the game for good reason.
The combat system has one problem: it takes away the feeling of control. Don’t start time automatically. Make a switch for following behaviour:
Everytime a unit has no command the game should stop and glow. the commander (you) will give a new command (repositioning) and then starts the timer. There are only 7 “units” on the screen for every player as all ships of a class stick together as “one unit” so it will not happen that often.
Make the special abilities count and NOT automatically. I want to decide WHEN to use the thrusters. Make 2 new commands so that different units can stay behind other units “follow” them or flank them left/right
I want my heavy armoured ships stay in front of the battle or at the flanks, they should not be outrunned by weaker ships.
Of course this will NOT work for multiplayer. (Or you limit the time somebody has to rearrange his ships)
The question for me is how will this work if there are more players in one battle...
But for sinlge player I think those few things will make a much better fight!
Some people think the advisors are annoying. I don’t share that opinion but this may be different after playing longer. So put in a lot of switches for different things might be a good thing.
So: good work! Go on and make Master of Orion the shining diamond in the sky it deserves to be!
Edited by Idinyphe, 03 March 2016 - 04:29 PM.


