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There are only six types of weapons, although each type of weapon has three stages of improvement unlocked through research which increase damage and reduce cost. Since ships don't gain experience in Starbase Orion, there is really no benefit to keeping existing ships versus brand-new ones. Thus, players can imagine that a scrapped cruiser whose resources are applied to the production of a new cruiser is actually being refitted.

Refitting ships is not possible, but existing ships can be scrapped either for cash or to speed up production on a colony in the same system. Equipment can be faster engines, larger fuel tank, thicker armor, shield generators, etc. For example, Frigates can initially fit only one weapon and two pieces of equipment, but can be increased to three weapons and four pieces of equipment. The number can be increased through research.

Instead of size, each ship type has a certain number of weapon slots and a certain number of equipment slots. Extra food that is not used is sold for profit. Freighters are not built separately, but extra food is automatically transported between non-blockaded colonies at a cost. However, Battleships need to be researched as well. As before, Titans and Mammoths need to be researched. Ship types are identical to Master of Orion II, except Doomstars are called Mammoths. This was likely done to speed up multiplayer games, as turn-based tactical combat between large fleets can take a long time. All non-missile weapons always hit (unless the target ship is either commanded by Eesathu or has Auxiliary Thrusters), so firepower is usually the deciding factor. A battle may last more than one turn if not all ships of either side have been destroyed or if reinforcements have arrived. Already knowing the final result, the players may watch the battle simulation. Beyond that, players have no effect on the battle, the results of which are displayed at the start of the next turn. Behavior includes maneuvering (close to short-range, maintain medium range, maintain long range, stay close, evade, retreat), targeting (largest, smallest, weakest), primary target and primary escort. When two or more hostile fleets meet at a star system, the players set battle behavior for each ship or ship type. Tactical battles in Starbase Orion are, basically, real-time simulations. Lots of good stuff in the game.By far, the largest difference between Master of Orion and Starbase Orion is tactical combat. The customizalbe build-queue system, the orders-based battle structure, optional cloud based AI processing (yes really), the approach to research. There are design innovations in SO that, despite me frequently directing developers to consider, still haven't been picked up by bigger titles. Starbase Orion, as the article said, really cooked the core 4X / moO-like experience down to its core elements and the UI was shockingly effective at facilitating the gameplay.
#STARBASE ORION 2 RELEASE DATE PC#
That led me back to thinking about and playing PC strategy games and I am. I dove much deeper in boardgames and also played a lot more FPS + RPG computer games (Elder scrolls, etc.).Īnyway, when I finally got a smartphone I stumbled onto Starbase Orion and was hooked. None quite engaged me as much as Alpha Centauri did at the time. I went through a period from about year 2000 to 2011 where i wasn't playing many strategy games at all. I credit Starbase Orion with getting me back into 4X games and evne PC games more broadly. Originally posted by I'm Spartacus:Thanks Oliver yes - works now and nice review by the way!
