Fleet combat looked and controlled like Johnny's first 3D program written in Visual Basic, with no real indication of sensor ranges, weapons, status or anything. But it was indeed very complex, with tons of screens, settings, not a lot of feedback as to what's happening, and lots of automation to make it more manageable, creating a confusing, unintuitive mess for a newcomer. It honestly wasn't all that bad, just had the very unfortunate position of being sequel to one of the most beloved games in space strategy history, MoO 2.