L3O Interactive

"Gentlemen, you can't fight here. This is the war room!" -- Dr. Strangelove

HOME FORUMS GALAXY SCREENSHOTS CONTACT
Horizon space strategy game
 
FAQ Log in
Search Profile
Memberlist Usergroups
Log in to check your private messages
Register
The Space Strategy Game
Micromangement
Post new topic   Reply to topic
Horizon Forum Index » Main » Micromangement
View previous topic :: View next topic  
Author Message
NacNud
Explorer


Joined: 30 Jun 2005
Posts: 13
Location: Cincinnati Ohio USA

 Post Posted: Mon Jul 04, 2005 2:20 pm    Post subject: Micromangement
Reply with quote

When looking throgh all the info in the goodies section I didn't really see anything that talked about micromanagement. For most games of this nature how this is handled can make a fun game annoying or take away the feel of the game. In moo3 the sheer number of colonies you would get in a typical game required that you use the tools provided to help manage your colonies. The down side to this was that after a while it seemed like i wasn't actually playing a game anymore. All i would do was sit back and hit the turn button and see what would happen turn after turn with little or no input from me for possibly hours on end. The other extreme is to try to do it all and spend days on each turn, also no fun. For all it's flaws it always seemed in MOO2 that i was a part of the game. Even if i turned on autobuild in colonies there was still enough for me to decide and manipulate on a regular basis that i felt like i was in control.

So i was just wondering if there has been any infomation available on this?
 Back to top »
View user's profile Send private message AIM Address ICQ Number
Therlun
Vanguard


Joined: 07 Aug 2004
Posts: 137
Location: Germany

 Post Posted: Tue Jul 05, 2005 5:43 am    Post subject:
Reply with quote

i agree that the management is important, but IMO Moo2 completely failed in that area.
i never got why so many people love moo2 so much.
it is a boring micro hell!

either you have to look after every single one of your colonies every round, or you let the computer incompetentely handle it...
same with the battles.
orderen 3 ships is ok, but larger fleets were a torture.

there is not just the options "simple" or "micro-hell".
something complex can still be easy to handle, like the unreached, glorious Moo1.
 Back to top »
View user's profile Send private message
RobHuntingdon
Vanguard


Joined: 07 Aug 2004
Posts: 146
Location: Cincinnati, OH, USA

 Post Posted: Tue Jul 05, 2005 12:59 pm    Post subject:
Reply with quote

MOO2 had some things I liked and some things I disliked. I turned on autobuild when it no longer mattered... IE, when I was so dominant the incompetent AI just couldn't screw up enough to cripple me and I didn't want to mess with running all my colonies. Most of the rest of the time I had a fairly standard order I'd found worked for my prefered race types and I just went with that.

What you describe for MOO2 I ascribe to MOO3. Either total micro hell with way too many options that sounded cool at first but just were no fun to mess with, or an AI that did stuff that made no sense whatsoever. And still ended up with way too much minerals or food (or both). Or way too little. Never just the right amount.

But yes MOO1 did have some strengths that nobody has ever managed to equal.

RH
_________________
Robert, the Earl of Huntingdon

Tarry here, my merry men, whilst I seek what adventure await in yonder greenwood; but look thou listen for my call, for I will blow my horn if I become hard-pressed.

Adapted from Sterling, pg. 45
 Back to top »
View user's profile Send private message Visit poster's website
NifluumHaloom
Voyager


Joined: 07 Aug 2004
Posts: 5

 Post Posted: Thu Jul 07, 2005 3:07 pm    Post subject:
Reply with quote

Micromanagment can be good or it can bad. I think it is a question of your personal mood and eventually a question of balance depending on the underlaying game concept.

I wonder how much influence the Horizon engine is going to allow the player to have on the management level.

If a scripted story (like in a role-play-game) is indeed ought to be an important part of this game, the designers might not have laid the focus on extremely detailed mangement tools, but more on a comprehensive level.

How Horizon will be knitted, probably only know a few blessed ones. Smile
 Back to top »
View user's profile Send private message
NacNud
Explorer


Joined: 30 Jun 2005
Posts: 13
Location: Cincinnati Ohio USA

 Post Posted: Fri Jul 08, 2005 2:06 am    Post subject:
Reply with quote

Therlun I agree in the early stages of the game you had to do most of the work yourself but even in the larger games the number of colonies you had was usually small enough to make it doable where with moo3 you quickly had more colonies than you could possible manage.

i would also agree that moo1 had one of the better systems I’ve seen. I also liked the system in Stars! where you could create custom build orders extremely easily and even create a customer default build orders for when a planet was first colonized.

I think like NifluumHaloom implied it's all a matter of balance of control.

And with any luck the number of the blessed ones with knowledge will increase when they start the beta. Smile
 Back to top »
View user's profile Send private message AIM Address ICQ Number
Sim-Mania
Vanguard


Joined: 07 Aug 2004
Posts: 92
Location: Australia

 Post Posted: Sat Jul 09, 2005 7:37 am    Post subject:
Reply with quote

One thing that is important whether you decide to micromanage your colonies or use the management tools provided by the game, is the information you recieve about your empire/colonies after each turn, and how well you can use the macro management tools at your disposal.

In Moo3 after each turn you recieved information detailing what had been built on each of your colonies, however, there was no quick and easy way to determine the status of each planet from that screen, which may influenece what you want the planet to build next.

This flows into the topic of better management tools, because if you had the right information, and new how each planet was travelling, then it would be easier if you had a way of selecting numerous colonies at the same stage of development and implement a build que, that could be tailored to your liking, and would effect all the colonies at once, instead of doing the same thing for each individual planet.

However, again I don't know if this would reduce the amount of finicky micro-management, yet I do believe, the information after each turn pertaining to your colonies, and the management tools in the game, have a huge impact on whether the game is eventually fun to play, or a pain in the arse.
 Back to top »
View user's profile Send private message
Quantum
Explorer


Joined: 20 May 2005
Posts: 10

 Post Posted: Sat Jul 09, 2005 11:42 pm    Post subject:
Reply with quote

I would like to see two different layers, one for planets - governers - that handle the economy of their planets with the player able to set priorities the may include the order of things built, and the second for the universal government that handles military and also territories. The military could be tied to one screen that sums up whats available for all planets, with the ability to look deeper if needed. The reason for the top government to handle terrirtories or outpost would be to build rushed defence if needed.
And I would prefer my governors to listen instead of doing the opposite.
 Back to top »
View user's profile Send private message
JosEPh
Vanguard


Joined: 07 Aug 2004
Posts: 40
Location: Western IL Cornfields.....

 Post Posted: Mon Jul 11, 2005 1:19 am    Post subject:
Reply with quote

Therlun wrote:
i agree that the management is important, but IMO Moo2 completely failed in that area.
i never got why so many people love moo2 so much.
it is a boring micro hell!

either you have to look after every single one of your colonies every round, or you let the computer incompetentely handle it...
same with the battles.
orderen 3 ships is ok, but larger fleets were a torture.

there is not just the options "simple" or "micro-hell".
something complex can still be easy to handle, like the unreached, glorious Moo1.


Depends upon your play style therlun.

Part 1:
Moo2 did not fail for many many ppl. Only those that needed non stop action/reaction. Those that thrive in the RTS environment. There was and still is even with over 8+ years of playing Moo2 and 2+ years of Moo3 an intensity of anticipation of going up, only after carefull planning, against that foe. Is it superior in #'s, tech. production? Can I stave off that massive assault heading to planet x in 4 turns? Can I defeat his Titans with my Battleships? And so on.... That is what makes it a Tactics and Stratecy game. And tactics and strategy thrive on detail. RTS and FPS and even MMORGs depend upon action/reaction not detail.

Part 2a

No you didn't have to look at every planet every turn. The que had IIRC 5 slots. Plenty of room for laying down the path that you wanted, and this is the key, at that moment in the game. Things were constantly changing because of Tech advances, stole Tech, or trades. So what if you had to go back and add Deep Core Mining to all you major planets. Use the tech get in the que or fall behind. The choice was yours to make always.

Quote:
orderen 3 ships is ok, but larger fleets were a torture.


Part 2b
Again a resounding NO. It was those large battles that was the meat, the savor of the game! Can my 30 Battleships stand up to his 15 Titans, 35 battleships, and 20 Cruisers. Would my Battlestation with class 5 shields and Phasers survive long enough to allow me to take out those Titans. Even moreso with inititive turned on. My children use to gather to watch my Space battles with my 30+ vs his 50+ wether I was attacking or defending.

Part 3

I too loved Master of Orions simplistic controls for most aspects of the game. Even it's simple battle screen had it's intense moments. But the style/focus of Play was different. Moo2 went at a tangent to Moo. Many ppl loved it, others such as yourself didn't. But to love both you had to love detail, planning and execution of the plan. There is a commonality between them yet fundamental differences.

Part 4
Now I've stated that I love both Moo and Moo2. I don't play Moo as much as I would like because of the current OS's and problems encountered with older Dos and Win 95 programs. Even Moo2 will soon be harder to play as the Os's keep changing.

All that aside, even Moo3 in it's vastness IS a superior 4x space Empire tactics and strategy game. Is it superior to Moo and Moo2? Yes and No.

Moo3 wanted the Macromangement tools to play it vs the micro that you abhore. But even so it could not get away from a fundamental of TBS games, attention to detail. And because of it's size it could not completely get away from the essence of tactics and strategy, detail. It came out as an unfinished game, even amputated in places but it works. And it can and does give the intesity and anticipation of it's forerunners.

The 1.2.5 Official patch was the end of QS and Atari's involvement. But we, the ones that took it to heart, have mended and patched and made it Fun to play. It is Longwinded, you will not finish quickly except in a Timed Senate President win. But that is what every true tactics and strategy player wants. An uphill battle against all odds that is not over in a moment but in days or even weeks. Old Avalon Hill Board gamers know of what I speak. Where you played a campaign for months before an outcome was reached.

Finally what real difference does it make if it's micro or macro? You must STILL Manage, pay attention to detail. That is what is at the heart of Turn Based Strategy games, management or failure to do so.

JosEPh

Smile
 Back to top »
View user's profile Send private message
JosEPh
Vanguard


Joined: 07 Aug 2004
Posts: 40
Location: Western IL Cornfields.....

 Post Posted: Mon Aug 21, 2006 9:45 pm    Post subject:
Reply with quote

Hmmm.... no answer after all this time.

Is it done yet?

Still waiting.

JosEPh
 Back to top »
View user's profile Send private message
Zaimat
Dev. Team


Joined: 08 Aug 2003
Posts: 350
Location: Canada

 Post Posted: Sun Sep 03, 2006 4:55 pm    Post subject:
Reply with quote

There are always positives and negatives to any system and some people will prefer one thing and others another. And I don't mean this in regards to just MOO vs MOO2 but other games in the genre as well.

Some people want to control every aspect of building a colony. MOO2 stands somewhere in the middle, where as MOO1 had very limited building options. MOO3 was plain intimidating to most people Shocked

When I started thinking about how to implement the colony design in Horizon, the most important factors were: no-micromanagement, easy to manipulate/understand and having strategic impact.

I wanted the colony development to be a small part of the total game, somewhere around 10% so a player only needs to spend a few minutes per hour of gaming going through his colonies and deciding how to manage them. It's not the focus of the game, this is not sim city. But those small decisions still affect how and what your empire becomes.

So specifically speaking it's more like MOO in design, there are no queues. But there are 'buildings' unlike MOO so there is more control and an economy. Each colony has a budget, income, grants from the empire treasury.

The colony development is divided into different areas such as: trade, government, farming, industry, research, defense, ship building. And you have control on what area to build. Typically homeworlds will develop all areas, where as small colonies will focus on one or a few specific areas since they lack the resources and population.

I hope that answers some of the question in regards to colony development Smile
_________________
Horizon - Lead Designer
 Back to top »
View user's profile Send private message Visit poster's website
Lexx_Luthor
Explorer


Joined: 07 Aug 2004
Posts: 13
Location: United States

 Post Posted: Tue Oct 10, 2006 4:28 am    Post subject:
Reply with quote

A planet would have thousands of factories. This is where Moo1's abstraction was realistic. Micromanagement requires a severe limit of only a few "factories" per planet. But, I guess its possible to call that an abstraction also, each realistic looking factory grafic represents a hundred "real" factories.

Moo1 had realistic numbers of factories on colonies. Moo2 had realistic looking factory grafix. Grafix keeps me interested for about one or two game runs. Numbers and as Zaimat point out -- relevance to strategic play -- keep me interested in...shucks I still play Moo1 on AMD Athalon 64 when I unplug my WinXP hardrive and plug in my old DOS 6.22 hardrive. Moo1 is so fast now, and it all fits in ramdrive and its still the most fun game even today. Very Happy
 Back to top »
View user's profile Send private message
Zaimat
Dev. Team


Joined: 08 Aug 2003
Posts: 350
Location: Canada

 Post Posted: Tue Oct 10, 2006 12:03 pm    Post subject:
Reply with quote

I run MOO with dosbox (an excellent free dos emulator), you can adjust game speed and everything (by default it does a fine job too).

http://sourceforge.net/projects/dosbox

install, then type: mount c c:\moo and that's it.
_________________
Horizon - Lead Designer
 Back to top »
View user's profile Send private message Visit poster's website
Lexx_Luthor
Explorer


Joined: 07 Aug 2004
Posts: 13
Location: United States

 Post Posted: Wed Oct 11, 2006 2:59 am    Post subject:
Reply with quote

Thanks, but I enjoy booting a pure DOS computer in an Age of Windows.

This is looking like a nice sim developing.

Just a thought...you asked for opinions about the pop colorful nebulae background screenery found in the Space Sims. I suggest nebula be restricted to young resource rich clusters of young stars. It makes astronomical sense, as nebulae are mostly caused by young supergiant stars in young clusters.

Best, this can give the player the feeling of being in a populated wealthy "city" so to speak -- when gameplay happens in a young and rich cluster, lots of colourful nebulae screenery along with the starry sky. When gameplay happens in an older star cluster or among single stars scattered around the galaxy, the player sees just black starry screenery. Intermediate nebulae intensity can be used for in-between these two extremes. Basically, use colourful nebula screenery for the resource rich star clusters.

Also, make the nebula screenery part of the strategic game map rather than just static background. If a player moves a short distance from star to star inside a rich young cluster, the nebula changes a bit (moving point of view inside the nebula). Nebulae should be visible far away into deep space, although much smaller in appearance (scale with distance) -- a sort of beacon giving a visual reminder of where the rich young planets and -- when they are colonized and developed-- where the population centers are.

Just another thought babble. Thanks.
 Back to top »
View user's profile Send private message
Display posts from previous:   
Horizon Forum Index » Main » Micromangement
Post new topic   Reply to topic All times are GMT - 3 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum




Solaris phpBB theme/template by Jakob Persson
Copyright © Jakob Persson 2003



Powered by phpBB 2.0.10 © 2001, 2002 phpBB Group
L3O Logo

Horizon - A new space strategy game. Copyright 2004 L3O Interactive. All rights reserved.

L3O Logo