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MOO1 was such a good game, and I haven't played anything else (aside from the remakes) as good.

I'd like some really good extensions to the basic model:

- endgame planets are kinda all the same. Specific resources to make them more interesting? Pick different ways of customizing the world?

- Civ resources get "revealed" on the map when a relevant tech needing them appears. This changes the balance of power / usefulness of cities/worlds. MOO2 had deep mining. MOO1 only kind of has this with techs that enable landing on previously uninhabitable worlds.

- a 3d map, and more varied navigation challenges than the binary is / is not in nebula. Black holes? subspace barriers?

- wormholes that appear/are discoverable would change the topology mid-game as well. Or parallel universes with different accessibilities. precursor stargates.

- kind of like how "builds" are done in rpgs, techs or culture can change the fundamental properties/abilities of your race.

- trade sucks in almost all 4x I've seen, yet it is a dominant concern in real life.

- visible worlds, brown dwarfs and other usable systems often aren't visible until you get close. Stars hidden by gas clouds, etc. Hidden outer worlds like nemesis.

- a little bit of surface customization, MOO2's/civ-style buildings is... ok, but a bit overdone and lends itself to "build everything on the big planets". Maybe terraforming sections of the planet in specific ways is better. Might be too much detail.

It would be fun to tinker with RoTP and 1oom when I get the chance.

Almost at Dwarf Fortress + space + no man's sky + 4x at this point.



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