

Not that I'd dislike if it were in, but I can get along without it, too. Maybe IG2-like groundcombat would be an idea for a future DLC sometime, but I guess there are very likely enough much more important things to do for the base game.
#SCIFI MESHES LORD OF RIGEL PLUS#
( fleets of same type shown as single ships, plus I rather disliked the general aesthetics of the ships )
#SCIFI MESHES LORD OF RIGEL FULL#
I did like IG2's groundcombat, but the space-part is more important in my opinion - acually I never played a full match of IG2 because I disliked its spacebattle-part. Good points, #1 ( though armies might be partly able to hide from that ) and especially #3 ( *rofl* ) ).

Originally posted by Teleros:Thing is, you probably don't want too much detail in this part of the game, for three reasons: When you can build ringworlds and such, you either get to the point where Operation Barbarossa is the equivalent of a minor skirmish, or you take 3 months IRL to conquer the place :P. Actually MoO 3's ground combat system is rather simple despite the fact that it allowed the use of infantry to mecha alongside the various support options.ģ. Or toggle off the planetary combat module, use planet killers 24/7, starve them out, use bio-weapons, or w/e.ģ. Too detailed = too long to play = players hit auto-resolve to get back to spaceship stuff. Thing is, you probably don't want too much detail in this part of the game, for three reasons:ġ. Imagine Hearts of Iron 4 combat but where you can only use the battle planner rather than micro every individual division, and where you have about as many unit types as CK2 (ie, 5-6). Given the devs know about Paradox games though, I think you could get some fairly interesting *strategic* planetside combat. Given the scale of the game, I wonder if worrying about AFVs and such is going to be the equivalent of micro-managing the crew on each corvette in your doomstack. Originally posted by GameMaster:I would like to see some elements of Master of Orion 3's ground combat mechanics, where it had MoO2's abstraction with some level of interaction and some sense (for example, you don't have simply tanks and battlemechs, you also had command centers, psy-ops, hackers, commandos, infantry, AFVs, armories, magazines, and more to support them).
