Oh my God - there's one incredibly urgent thing that MUST change right away. The 7th planet type. A lush, earth-like world. I don't care what it takes to include this in the base game, this must be included. Trees and rivers and mountain ranges and lakes. Like the Forest world that somehow got cut?!? No, this must exist. Someplace teeming with life, and hospitable. If there's anything we've learned over the last few years of science - it's that habitable blue planets are much, MUCH more common than we'd ever thought before, including one right next door in Proxima Centauri. You guys can't ignore this - it's SCIENCE. Please don't ignore the tantalizing fact that there are many, many, many millions of worlds out there in the habitable zone. And not a SINGLE one of these 6 represents that vast number.
Even if it's not "lush" because of memory or time - at least make a REGULAR planet! Rocks and some green? A LITTLE flora and a LITTLE fauna? Not every single planet out there is either a barren moon or filled with lava or acid!!!!! There's planets that are NOT MOONS, that have an atmosphere, but also not covered in ice or lava - like Mars or Pluto or whatever - just relatively rocky, regular planets. This needs to be included, as well.
Furthermore, literally, the two most common planets in the universe MUST be "blazing hot" (represented here by volcanic, that's fine) and "completely frozen" (not represented at all!!). I mean, the MOMENT a planet gets a little too far from the sun, it's immediately frozen! Frozen has GOT to be the most common one out there! Every single planet in a solar system, past a certain point, is going to be frozen! I suppose this could be included in the "REGULAR" planet type... just rocks, because not every frozen planet has water to freeze. And frozen rock, without moisture, would just look like regular rock. So this could be included in that group.
Really, it just makes zero sense (ZERO!) that you're either getting a lava, crystal, acid, or desert world. The middle-ground regular planets MUST be included. Otherwise, you're just going to be landing on acid planets COMMONLY! And how many acid planets are out there, anyway?!?
Here's what I recommend, besides the addition of these 2 planet types (and really, just kick acid right outta there if you need to):
Handle it the way Star Control II did, to lessen the workload - give people the IMPRESSION that there are 30 types of worlds, without changing anything except the ruse. Here's what I mean:
- That means, don't call it a "crystal world" and the planet is all multi-colored crystals. Instead, make a RUBY world. Same model, same everything, only RED CRYSTALS. Then make a TOPAZ world, with YELLOW crystals. Then make an EMERALD world (SAME ASSETS), with GREEN crystals.
- And instead of just a rocky world, make it a SANDSTONE world, with light-colored rocks. Then make a dark silver rocky world, with the same exact assets, but call it a BASALT world. LIMESTONE world could be tinged green. Obisidian worlds would have the SAME EXACT assets as the other, just have a black color.
- As for acid worlds, make a Hydrochloric world, a Nitric world, an Acetic world, a Salicylic world, ETC - all DIFFERENT COLORS! Do you see what I'm saying?
- And so on...
- And so forth...
This would give the impression that you've got a hundred different planet types, that all look unique - but use the same base code. THIS IS EXACTLY WHAT STAR CONTROL II DID. There's no shame in it. It'll give us all a little nugget of something to be excited about when we've been finding RUBY worlds and all of a sudden we come across........... SAPPHIRE WORLD?!? OMFG! AMAZING!
And if you need me to, I'll change the color of your textures in Photoshop for you, free of charge. Just don't make there be 6 world types total...
Because, I swear to GOD if I have to land on the same crystal world 1,100 times, I will riot.
Also, who knew the mushroom-world was a rainbow world?! Cool and weird!
Okay, next stop: I want to fuck the person who made the ship-building screen. It looks AWESOME. Snap-on, snap-off modules in an easy, mouse-based user interface? It reminds me of the best parts of Spore. And I don't miss the "completely free-form" ship building at ALL. The ship should be ICONIC. It should have a set design, with modules you can swap out. I love it. I want it. I need this in my life. I don't want a bunch of dongs flying through space. I want the architecture set, but the modules to make the ship my own.
I will say that I wish y'all somehow made it a precursor ship that you get to pilot. Even if it's not precursor in name - there was some magical about FINDING a ship on an alien planet, severely lacking and underpowered at first, making it my own, learning the controls, and eventually turning it into the galaxy-saving juggernaut it became....... Where'd the Precursor ship come from??? How did we find it??? How do we adapt it to our own goals? WHAT WERE ITS GOALS IN THE FIRST PLACE?! Only that kind of ship could make you feel like you were destined to save the galaxy... uh, but I guess a regular human ship is fine. Just not as majestic and mysterious. Or cool.
The ships:
What the frick is the reasoning behind the Skryve and the Xraki having the same ship model? Is this a juicy nugget about the story? I like the bright, distinctive red of the Skryve. But the rest are kind of blah in the color department. Let's make those colors REALLY pop. As of right now, pretty much all of them are neutral-tone with a highlight color.
- Humans are primarily white ships, with navy highlight.
- Menk-Mack are primarily white with brown highlight and a tiny green dab. (should be primarily canary yellow)
- Xraki are primarily white, with a slight purple highlight (should be DEEP Indigo with violet highlight)
- Dan'Nath is all grey with like... a little blue or something?
- Trandals is all grey.
- Mowlings is half grey, half orange (passable, but I'd love to see something distinct)
- Greegrox is okay, but dim (and he looks kinda doofy)
- Mukay is primarily white, with some blue highlights (should be sea green and cyan)
- Measured is primarily white and cream (boring)
- Pinthi is unfortunately like a pastel green, when really it should be Umgah ship green!!
- Pham-shit is a very dull white (Should be VERY BRIGHT, blindingly white)
- Drenkend is like junkyard brown with pale yellow (really push the colors here).
- Tywom is dull yellow (should be a cool orange)
See what I mean? I'm very disappointed in this so far. Think about the predecessor:
- Ilwrath was FUCHSIA.
- Kzer-Za was high-lighter green
- Vux was DEEP blue
- Syreen was BRIGHT red
- Arilou was teal
- Umgah was bright green
- Spathi used 5 bright, primary colors
The color scheme, complemented with design, all worked together to cement the Star Control II ships in our minds for ETERNITY. This was also one of the things Stardock SWORE up and down they wouldn't fall into - making every ship look like the disambiguous metal ships so popular is science fiction these days. You guys should look to Subnautica for guidance on how to make a ship REALLY STAND OUT. Don't be nervous. Don't fucking pull your punches. Don't yearn to be part of the pack. Be BOLD. Be fearless. You want to make a ship highlighter pink, YOU FUCKING DO IT.
Y'all have some good, fun designs here. Don't lose it with the color scheme.