Author Topic: M.O.R.E. - 4x turn-based space strategy on Kickstarter  (Read 11517 times)

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #45 on: October 11, 2012, 12:00:00 pm »
Besides, we were pretty on-topic this time around.. I just don't believe the savior of the 4x genre, or we really gotta say the space 4x genre, will be made on a 50k budget. Even for a Indy studio that is.. not a lot.

« Last Edit: October 11, 2012, 12:06:20 pm by eRe4s3r »
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline IdeaLcenter

  • Newbie Mark II
  • *
  • Posts: 12
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #46 on: October 14, 2012, 01:18:55 pm »
Hello,

You can check our newest video. It's game footage from our battle space module.
http://www.youtube.com/watch?v=62JgKiJMm-U

and support us here:
http://www.kickstarter.com/projects/1447560584/more-oldschool-turn-based-4x-space-strategy-game


Yes $50k is not much but we already have almost $53k.. and we have 14 days to go.
We know about LoP bugs.. and we don't want to repeat that mistake.
For those who support us on Kickstarter we will add a special unique visual elements as a "Thank You".

Offline Cyborg

  • Master Member Mark III
  • *****
  • Posts: 1,957
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #47 on: October 15, 2012, 09:41:38 pm »
I kind of get what Eraser is saying. He wants a game that grows with his empire, and it's true that none of the 4X games do that gracefully. Even the first moo gets annoying for me at the what I would call "tipping point." That moment when your power is greater than the galaxy, and it's just a matter of time. I would suggest that the 4X game needs multiple victory conditions and achievements besides elimination in order to make the in game more interesting.

I don't think it's important that the game lasts as long as the player wants. The rewards for playing should be unlockables that you can use in future campaigns (ai war needs to do this also to incentivize finishing campaigns). These rewards could be cosmetic or extremely niche.

On abstraction, yes you need some of this. You can't be microing every character's bathroom break in the galaxy. Too annoying.

And for the love of christ can we get a planetcracker? Please?
Kahuna strategy guide:
http://www.arcengames.com/forums/index.php/topic,13369.0.html

Suggestions, bugs? Don't be lazy, give back:
http://www.arcengames.com/mantisbt/

Planetcracker. Believe it.

The stigma of hunger. http://wayw.re/Vi12BK

Offline eRe4s3r

  • Core Member Mark II
  • *****
  • Posts: 2,825
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #48 on: October 16, 2012, 02:57:54 am »
And this is why I am not hyped anymore about 4x games that want to "redo MOO2" .. because MOO2 has some serious design flaws, in the (nicely called!) Tipping point phase. Where your power exceeds that of the largest enemy, at that point the game is over because there is nothing to "win" anymore. You have achieved supremacy, but the game wants you to grind through 300 battles to really tell you that it's over.

I still think that a good 4x game needs an adaptive, dynamic and random narrative. Something that keeps pushing you with on-scale challenges....
Proud member of the Initiative for Bigger Weapons EV. - Bringer of Additive Blended Doom - Vote for Lore, get free cookie

Offline chemical_art

  • Core Member Mark IV
  • *****
  • Posts: 3,952
  • Fabulous
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #49 on: October 16, 2012, 08:56:08 am »
And this is why I am not hyped anymore about 4x games that want to "redo MOO2" .. because MOO2 has some serious design flaws, in the (nicely called!) Tipping point phase. Where your power exceeds that of the largest enemy, at that point the game is over because there is nothing to "win" anymore. You have achieved supremacy, but the game wants you to grind through 300 battles to really tell you that it's over.

I still think that a good 4x game needs an adaptive, dynamic and random narrative. Something that keeps pushing you with on-scale challenges....

This was another nice thing about the first MOO.

If you managed to form a collation of 2/3rds the population in support of you, you win. You can get the 2/3rds through a combination of diplomacy and conquest, and after 2/3rds you win.

Given the shaky nature of diplomacy in MOO on the harder difficulties, any alliances you had were forged through the heat of combat, so the 2/3rds amount usually came about after what I joking calling "the great war" where all the big players take sides and slug it out until one coalition comes out on top.
Life is short. Have fun.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #50 on: October 16, 2012, 10:16:03 am »
Yea, MOO had a diplomatic victory that wasn't too hard to achieve after (or even somewhat before) the tipping point.  MOO2 also had a diplomatic victory, and I don't think it was much harder to get to.

Where I ran into bogdown in MOO2 was during the war phase when I wanted to get the most out of my ships but retrofitting took a lot of UI interaction, and in general interacting with every ship individually in a number of contexts was time consuming.  Adding a new colony or getting a new building through tech could also take a lot more UI time than seemed appropriate.

With MOO it wasn't as bad, though I recall having to take longer than I liked doing "for each planet, do X" actions during production changes, utilizing new tech, etc.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline IdeaLcenter

  • Newbie Mark II
  • *
  • Posts: 12
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #51 on: October 17, 2012, 04:13:08 pm »
We have some ideas how to .. manage micromanagement, that late game won't be so hard to play.

In my opinion if you will enable some options which we will include in M.O.R.E. you will get exactly what you are talking about. I mean for example increasing Random events (even if you are BIG EMPIRE who almost win over galaxy, you can be hit by negative random event which can cause troubles), going on higher difficulty lvl - if you grow too strong there will form alliance who will be hard opponent to win, etc.

We can't promise you will like our game.. but what we can promise is that we want to do something like MoO2 - good 4x game.. not this crap which was out last years :/

Offline IdeaLcenter

  • Newbie Mark II
  • *
  • Posts: 12
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #52 on: October 28, 2012, 08:21:34 am »
Hello,

It's our final hour on kickstarter... and last chance to join us and get this game with special kickstarter spaceship elements.
At now we have over 3100 backers with almost $82.000 already pledged!

You can see our newest update here:
http://www.youtube.com/watch?v=ZmmWsfud7NU

You can support us and find more info here:
http://www.kickstarter.com/projects/1447560584/more-oldschool-turn-based-4x-space-strategy-game

Best Regards,
IdeaLcenter

Offline IdeaLcenter

  • Newbie Mark II
  • *
  • Posts: 12
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #53 on: November 09, 2012, 04:02:01 pm »
Hello,

We want to say: "Thank You".
Our 3270 KickStarter supporters pledged $90.925 so it's 181% of our initial goal! Right now thanks to your help we are creating M.O.R.E. !

Also, right now we are doing IndieGoGo collection, where you can still support us, also with use of PayPal or Debit Card.
It's the last chance to get our gamekey as low as $10, or other rewards.
If you are interested in old school 4x space strategy based on MoO2, you can support us here:
http://igg.me/p/261526?a=1661906

Best Regards,
IdeaLcenter Team.

Offline Teeani

  • Newbie
  • *
  • Posts: 4
Re: M.O.R.E. - 4x turn-based space strategy on Kickstarter
« Reply #54 on: November 22, 2012, 02:45:12 am »
Yeah, the budget seems small, but I wonder is it possible depending on how small the team is, where they live and how overloaded each staff member becomes?  There's another 4X Kickstarter that went up tonight for half the budget MORE had, and they seem happy with that.  Admittedly, they seem to actually have gameplay / coding done, so that might be why they need less.  Thoughts?

http://www.kickstarter.com/projects/nyphur/predestination-a-turn-based-space-4x-strategy-game