I'd like some control over victory conditions. Maybe checking a little box for the ones that count. For example, being able to choose between "normal victory" and "they all must fall". And maybe a victory condition where the first to destroy the pirate base wins. You just pump up the pirate's starting ships and it'd be great.
Thenightgaunt
Ok, I've [quote]Well, if the cutscene is anything, the hints are that they're running from some out of control experiment to do with FTL travel. Maybe they birthed a brand new universe and its eating the old one up as fast as it expands? It moves at the speed of light, so no return signal is possible. By the time you detect it, you're already gone. [/quote] Ok, I've got to give you credit for originality on that one. I don't think I've ever heard of "running from an new universe as it e
You know, I like the whole Vasarii storyline but it has me wondering, what is it that's hunting them down? No doubt its being saved for the expansion or the campaign or some such. But my question is do you think the devs can be creative about this one? It seems that we've seen all the options for "big bad mystery aliens" before though. Ancients, Killer Robots, Organic ship aliens out to consume all organic life, Bigger aliens than the ones you're fighting? All done. Though no one's gone
I've been a fan of Master of Orion from the moment I picked up that first copy of MOO until the dissapointment that was MOO 3. Ok, I like, I loved MOO 3, it might've taken hours to get anything done but something about swarming across 250 systems just made me smile. Then along came GC 2, and I fell in love. They got everything right except the combat. It was like they decided to focus on everything else and that was ok, but it allways bothered me. And now along comes Sins and its the exact
I like the system actually. Sure it could use some fixes but with that kinda tech, that's the kind of strategies youd expect to see. I'm starting to have some battlestar galactica flashbacks with all the damned jumping though.