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In standard ''MOO2'' it's impossible to design a "best-in-all-situations" race. Although it's possible to design a "good-enough-in-all-situations" race, such "jack-of-all-trades, master-of-none" races will initially be outperformed by other, more specialized races in various fields, like production, research, or combat capabilities. Keep in mind, however, that said specialized races might in turn be outperformed by the "jack-of-all-trades" races, and even more so by other specialized races, in other fields outside of their specializations. (For example, a production-specialized race might be outperformed in research by a more balanced race, and even more so by a research-specialized race.) | In standard ''MOO2'' it's impossible to design a "best-in-all-situations" race. Although it's possible to design a "good-enough-in-all-situations" race, such "jack-of-all-trades, master-of-none" races will initially be outperformed by other, more specialized races in various fields, like production, research, or combat capabilities. Keep in mind, however, that said specialized races might in turn be outperformed by the "jack-of-all-trades" races, and even more so by other specialized races, in other fields outside of their specializations. (For example, a production-specialized race might be outperformed in research by a more balanced race, and even more so by a research-specialized race.) | ||
It should also be noted that various picks, both positive and negative, will be most impactful in different stages of the game. For example, having a large, rich, homeworld with artifacts would all be most beneficial in the early-game, but would diminish in value as the game progresses into the mid or late game, while on the other hand, having a bonus in beam defense would only be useful in the mid-to-late game, when targeting computers get good enough for beam weapons to become more reliable at hitting their targets than missiles, which would start to become less effective as ECM, Lightning Fields, and accurate Point Defense systems start to appear. This also applies to negative picks. For example, having a mineral-poor homeworld would be especially detrimental in the early-game, and a beam defense penalty would start to be noticeable earlier, whereas the negative effects of Uncreative and Repulsive might be worst felt in the mid-to-late game. | It should also be noted that various picks, both positive and negative, will be most impactful in different stages of the game. For example, having a large, rich, homeworld with artifacts would all be most beneficial in the early-game, but would diminish in value as the game progresses into the mid or late game, while on the other hand, having a bonus in beam defense would only be useful in the mid-to-late game, when targeting computers get good enough for beam weapons to become more reliable at hitting their targets than missiles, which would start to become less effective as ECM, Lightning Fields, and accurate Point Defense systems start to appear. This also applies to negative picks. For example, having a mineral-poor homeworld would be especially detrimental in the early-game, and a beam defense penalty would start to be noticeable earlier than normal, whereas the negative effects of Uncreative and Repulsive might be worst felt in the mid-to-late game. | ||
===Production versus research races=== | ===Production versus research races=== |