Distant Worlds; 4Ex Space Strategy; What do you think?
Official site:http://codeforce.co.nz/default.asp
Publisher site:http://www.matrixgames.com/products/379/details/Distant.Worlds
"Facts about Distant Worlds" forum thread:http://www.matrixgames.com/forums/tm.asp?m=2379285
Publisher forum:http://www.matrixgames.com/forums/tt.asp?forumid=782
Indie should not mean ridiculously cheap.
It costs as much as two meals instead of 1/10th of a meal. This is not a bad thing.
If you're spending $30 for an average meal, you need a better meal plan.
I don't think this should be a $5 game, but somewhere around the price point of $30 would make me bite. As is, $60 (on sale) is enough to keep me enjoying the plethora of 4x space games that I already have, and I would imagine there is a significant amount of potential customers who agree with me.
The Dom3 of space 4x...
Well either you will love it or you will hate it then.
I am in the former camp on Dom3, even though I can't play it anymore because the micro gets insanely stupid late game. But the later camp on DW. Granted, I never played the expansions, but I just never quite got the immersion factor I was looking for, can't see spending more money on it at this point. Which is a pity because I think the concepts were excellent, just the execution wasn't there for me.
Still wishing someone would take the core of MoO3 and run with that. Honestly I still fire up MoO3 now and again and have a blast with it, but there's still a bit of polish which could be applied, and a bit of tweaking the battles to make them not quite so dependent on who manages to get off the 1st missile/fighter volley (which is almost always the player...).
Legends is what really made the game click for me, although dropping another $30 for an already expensive game is pretty painful.
I really can't see why anyone would prefer Moo3 to it though - even if that game had a few good gameplay ideas the implementation was either incredibly broken or the AI had no clue how to use them. I stubbornly spent way too many hours playing that heap before I realized it needed at least five more Bhurics to stand a chance, I mean if you go through the mod files you can just pinpoint where they decided the game needed to get finished NOW and had the art director shove it out the door.
What would you consider the core of Moo3 btw, the scale? I do miss the megalomaniacalness of that game at times.
Well MoO3 with Bhurics patches and one of the good mods on top is where the game actually becomes enjoyable.
I liked the idea of a macro style game, I like the MoO universe (I don't know the DW universe, and frankly, what I saw when I played wasn't interesting enough for me to care about it).
MoO3 had some cool ideas/features about how you manage your empire, in particular the DEV plans were really cool, *and* they actually work the way they are supposed to, *if* you took the time to understand them. Now, they could/should have been better explained, and possibly even simplified to a degree, but meh, once you pick them up you essentially load up whatever DEV file you need depending on your racial attributes (more farms/less farms, ...) and can ignore the rest of it. Sure, occasionally you will go to one of your key planets and do a bit of micro (which isn't that painful if it's just one or two key planets), but essentially the development happens automatically. Ship construction happens automatically, after you put in your designs, colonization happens automatically, ...
I suppose that's how it is in DW, but like I said DW just was boring to me, and I don't even remember the combat so I'm assuming I thought it was also boring. The Tech tree was boring too.
I dunno, just not my game.
People keep on saying "this and that mod fixes MOO3" and it is never true. Mods cannot change the core program which is where the broken is.
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