rattle wrote:MoO2 had Power Suits, Armors and Battleoids which increased hitpoints and rating
rattle wrote:MoO2 had Power Suits, Armors and Battleoids which increased hitpoints and rating
Arioch wrote:Currently, bombardment does not destroy infrastructure, only population.
halftea wrote:Arioch wrote:Currently, bombardment does not destroy infrastructure, only population.
So are there any mechanics to simulate retooling this captured infrastructure? Like reduced industrial output of a certain percent that gradually declines until everything is up to spec?
Arioch wrote:halftea wrote:Arioch wrote:Currently, bombardment does not destroy infrastructure, only population.
So are there any mechanics to simulate retooling this captured infrastructure? Like reduced industrial output of a certain percent that gradually declines until everything is up to spec?
Not at present. I would think it more likely that there will eventually just be a chance for buildings to be destroyed during bombardment or invasion, and they will have to be rebuilt.
Hakon wrote:Is there any differentiation in population based on dynamics? IE, would a conquered population cause issues that a population of your own races colonials would not? and is there a difference between native population and general population? I notice there's minor races in some of the screenshots regarding planetary population numbers (the one showing the Gremal planet from beta).
sabretooth wrote:i think having ground combat with little sprites to illustrate the battle as seen in MoO2 was and still is my preferred ground combat. something about seeing your little troops dooking it out with noticable difference in weapons and armour is awesome! i just wished that MoO3 had expanded on the MoO2 ground combat with still using the sprites (love that art style combat ;3) but expanding the available defensive/offensive options and showing us them, for example, if u chose attrition, u could see ur sprites occupying trenches against which ever option the ai chose.
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