The option of zero size components. I can't get any of the mods that use this to work in my own custom mods.
RTS? NO NO NO. Many of us specifically play this game BECAUSE it is not RTS. Many of us DESPISE RTS.
Completely new game?! Are you guys nuts? MoO already tried that with MoO3. Did you see how well that worked? If you want to play a different game then go and play a different game and not GalCiv.
I'll say it again. Carriers. Large ships that carry tiny ships into battle.
Carriers, really? Is that really the first priority? I'd like seeing that too but if that's going to be GC III's prime marketing bullet, I'm bored. Anyway GC II can semi-simulate that already (fleet warp bubbles I believe they're called?)... yawn.
I'm totally fine with leaving GC mostly alone (and honestly it probably should be) and getting a MOO sequel instead of a GCIII. We have a modern and decent GC game - not so with the MOO series, and it's about time that changes.
Agreed on RTS (ugh!!!) unless we're talking a Star Control sequel where it'd be mandatory.
I guess MOO 3 was a screw up just like Starcon 3, it can happen to any series, even GC. I'm impressed that Stardock has considered working on such sequels - the trick is (which the big producers always overlook) to not break the game in the process of improving it, and to do enhancements that add real value.
Depending on the type of game, fancy new updated graphics, 3D effects or UIs, or removing entire aspects of the game that made the original fun is how game publishers tend to screw up the worst. Do enhancements that add real value: with Star Control for example that might be:
- Add detail to the "game universe": more things to do, places to explore, items to discover, sub-plots to engage in, etc.
- Provide more options to the player allowing them to play as they choose - ex. if they'd rather not spend time mining on planets provide an alternative; if they'd rather be on a more forgiving time limit to win the game by, provide the option somehow; etc
- Avoid the pointless graphical and 3d "enhancements" done in SC3 :p
- Increased ability for mods, modded "alternate universes", mod "alternate timelines", and so on - big factor in creating a solid fanbase and keeping the series alive over time. Put all that free labor to use!!!
- Compelling storyline - provide some big bad enemy to fight, not some stupid, barely organized, "alliance" which appears weaker than the player's side almost to begin with (I'm talking about you, Crux). Threaten the freedom of the entire galaxy or something! Provide real conflict.
Imperium II was "okay" for me, I think the main problem I had with it was the crappy interface/RTS game and the "boringness" of the RTS part entirely. Games that try to combine strategy/turn based and real time tend to do a great job with one, and a SUCK A$$ job with the other:
Total War series: Great job with the RTS part; piss poor turn based strategy game and AI which never improves from game to game
Space Rangers II: Amazing, dynamic, free-play, and immersive turn based game superior to even Star Control's outside-of-combat exploring; boring and tired RTS sub-game (good thing the bad parts of this game are entirely optional!)
Sometimes you'll have a game that successfully combines two very different game modes, like MOO II or the Romance of the Three Kingdoms series does (in general)-- but they're entirely turn-based, not turn-based + RTS.
RTS and turn-based games are mostly two totally separate markets with only some rare exceptions. The only successful series I can think of to do this well is the Total War games. (But with their lack of attention improving the strategy side, I'm losing interest.) No, we don't want RTS in our turn-based games here, even as an option (it'll cost in other areas to design and implement!), it's just too risky.