Master of Orion

Master of Orion

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How is Ground Combat?
In the NEW MOO; CtS, did they improve ground combat in any way? Or is it the same, you add numbers of troops to ships, and let a random combat generator decide who wins the conquering or defending of a planet?

I'm hoping they would have improved this! Adding a little mechanic of strategy. Allow the player to dive into the ground combat on the surface of select planet, in order to strategise his fight against the enemy, wether he's defending the planet, or trying to capture it! That would make for a true 4x... controlling the war across space, and still able to micro manage battles on planetary surfaces... I'm hoping!!
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Showing 1-15 of 23 comments
frdnwsm Jan 18, 2017 @ 4:03pm 
It's as feeble as t was in MOO2, if not worse.
Reriser Jan 18, 2017 @ 5:11pm 
As he was and remained so... No numbers, no animation... To moo2 him very far...
Exoclyps Jan 18, 2017 @ 5:33pm 
Yeah, it's worse than MoO2. Now you're bombing the planets with marines.
Last edited by Exoclyps; Jan 18, 2017 @ 5:33pm
thanks.
Reriser Jan 18, 2017 @ 7:19pm 
Originally posted by Exoclyps:
Yeah, it's worse than MoO2. Now you're bombing the planets with marines.

The best description of ground combat in this game that I saw! And the best thing! 😁
Last edited by Reriser; Jan 18, 2017 @ 7:22pm
Loki Jan 18, 2017 @ 8:58pm 
Looking forward to them doing something more interesting with ground combat. I have faith they will.
frdnwsm Jan 19, 2017 @ 9:17am 
And indeed! The developing team has just released a preview of the all new, detailed tactical ground combat system, and I managed to get an exclusive screenshot of a test case!

Here we see an outnumbered but heavily entrenched Sakkra infantry battalion preparing to defend against a Mrrshan mixed arms assault force.



http://steamcommunity.com/sharedfiles/filedetails/?id=835039196

Last edited by frdnwsm; Jan 19, 2017 @ 9:19am
frdnwsm Jan 19, 2017 @ 11:28am 
But ... but ... my Mrrshan pikemen! My Meklar Grenadiers!

Actualy, the ground combat is a bit TOO simplistic. I need to get some idea of how many troops to commit. OK, Mrrshans and Bulrathi get a ground combat bonus when defending. How do my invading troops compare regarding armor, weapons, shields etc? There is no clue right now. Should I send in as many troops as the enemy has defending? Do I need more to guarantee a victory? How many more?

We need some sort of odds calculator at the very least, to help me decide such things.
Last edited by frdnwsm; Jan 19, 2017 @ 11:29am
Captain Keen Jan 19, 2017 @ 12:50pm 
Originally posted by frdnwsm:
Actualy, the ground combat is a bit TOO simplistic. I need to get some idea of how many troops to commit.

Do not try to win the ground combat. Instead, simply realize the truth: There is no ground combat.

It's actually insanely simple: Even numbers win the fight - unless against mrrshans or bulrathi, in which case double numbers win the fight.
Sabranan Jan 19, 2017 @ 3:39pm 
As much as I enjoy most of this game, ground combat is really very basic. It's literally just keep dropping marines until you kill all the enemy marines. The only way to foul up an invasion is not to bring enough marines.

Hell, MOO3 had a more interesting concept for ground combat. A poorly executed concept, but a better concept all the same.
Reriser Jan 19, 2017 @ 5:33pm 
Originally posted by Captain Keen:
Just stop ♥♥♥♥♥♥♥ whining about the ground combat. The war takes place in space. That's literally all there is to say about it. There isn't any ground combat. It's not part of the game, it never was, it's never going to be - and thank god for that, because making some ♥♥♥♥♥♥♥ Frankenstein ♥♥♥♥-up monster of a Space TBS, with a Space RTS, with Ground Combat RTS would be the worst thing in the entire human history of bad things.

This is what happens after you win the war: There is a brief simulation of you either bombing the living ♥♥♥♥ out of you enemies, or crushing their spirits and forcing them into slavery. All it is, is giving you the choice of eradicating them or enslaving them.

End of ♥♥♥♥♥♥♥ story. You can safely move on to more interesting topics now.

The best manifestation of logic-the lack of it, right? In a series of games moo has always been a ground combat though not perfect, but interesting, though it was possible to calculate how many ground troops you need and in this game he is just empty, not completed. And, instead of having to add at least the numbers, it is necessary to leave without touching... brilliant! And it is normal that in the game there are technologies for ground combat and races are prone to it, but to use them you can't normally? ?

The game seems you a monster? Well she is a Monster with a bunch of not finalized, the wrong decisions are taken from different games and have a rating of 70% (70%!) Do you think it is normal for the series of games that still look up to game developers?! Do you think that no good games with mixed genres? What about imperium galactica?! And if the Monster is in your understanding something complicated, go play a party in CS or ping-pong, there's no need to think, they are not difficult. There are important more response, but 4x strategy is not about it...

P.s.: Don't need so much aggression next time, try to respond adequately, several times thinking... Probably not just created the same topic, perhaps there is still a problem then?
Last edited by Reriser; Jan 19, 2017 @ 5:53pm
bilbous Jan 20, 2017 @ 7:44am 
It is pretty easy to tell how many troops you need after the first battle. Even odds is either enough or you need an extra carrier added. Armor units on the ground count for slightly more than marines but if your tech is sufficiently better than theirs even they don't count for 1:1. At worst you should have it figured out by the third planet.

As far as having enough troop transports to keep fighting, you can build them at conquered planets that have marine barracks starting the turn after conquest. If you have enough cash can churn them out five at a time the turn after that or two turns after if you need to buyout a marine barracks. It helps if you don't have to bomb the planet, of course.
Davor Jan 20, 2017 @ 8:32am 
Originally posted by Captain Keen:
Just stop ♥♥♥♥♥♥♥ whining about the ground combat. The war takes place in space. That's literally all there is to say about it. There isn't any ground combat. It's not part of the game, it never was, it's never going to be - and thank god for that, because making some ♥♥♥♥♥♥♥ Frankenstein ♥♥♥♥-up monster of a Space TBS, with a Space RTS, with Ground Combat RTS would be the worst thing in the entire human history of bad things.

This is what happens after you win the war: There is a brief simulation of you either bombing the living ♥♥♥♥ out of you enemies, or crushing their spirits and forcing them into slavery. All it is, is giving you the choice of eradicating them or enslaving them.

End of ♥♥♥♥♥♥♥ story. You can safely move on to more interesting topics now.

In a lot of cases I agree with what you say. Here I disagree with you. To me, this is a cop out excuse just like Paradox has used with Stellaris. It's a Space game they say. They why even bother with ground combat mechanics and have it like Star Ruler (could be wrong and thinking about another game) where once you win the space battles you take over the planet?

Why give traits to the Bulrathi that they are exceptional ground combat force? Why say in the fluff that Sakkras are also a great combat force to be reconded with?

While I wish combat was a bit more flavourable I agree we don't need no RTS for ground combat or either what Age of Wonders III has. I would have liked something just a bit more.

I would even go to say since it takes a lot of work to make troop transports for so little game maybe it should even be removed from the game and just do what the Original MOO did and just conscript the population you have to attack other planets. This way the Sakkra would be more fomidal because they can grow back faster and be harder for the Silicoids because they would have to think really hard if they want to do this.

So it should either be gone entirely, wich I don't want. I want ground combat, but a bit more fleshed out. Something like what was done in Call to Power 2 would be perfect. Quick, easy and a few tactics.
Captain Keen Jan 20, 2017 @ 11:24am 
Originally posted by Davor:
In a lot of cases I agree with what you say. Here I disagree with you.

In general, keep in mind that ... I post for fun, largely. Not that I hold out any desperate hope that all the rest of you guys feel that I'm funny - it's enough to me that I think so.

So take anything I ever say with a grain of salt. That said - thanks =D

If a more strategic ground combat was the intention, the only really viable road I see would be picking strategies. You ever played Empire in Arms? No? Well ... I'm apparently the only one.

It worked like this: Attacker and defender each picked from a set of five (I think) strategies. Think 'how do I place my men'. Each attack had a specific modifier against each defence. Guess what your opponent was picking, and you could get a very decent force multiplier.

Easy-peasy. Add that on top of the existing system, maybe expand a bit on force strength, and you have something that's simple and interesting.
Davor Jan 20, 2017 @ 2:27pm 
Damn, I just agreed with Captian Keen again. :P
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Date Posted: Jan 18, 2017 @ 3:49pm
Posts: 23