SavageMind Feb/Mar Feedback.

  1. What is Star Control? – Decent explanation keeping with multiverses allows for a good amount of expansion of current and future storylines. I just hope the original creators regardless of involvement agree.

  2. Super Melee- While still in infancy, it’s still neat. Barring the issues, being able to tweak the ships and environment via xml is cool. I however see a class system about to be created by the devs for the Founders which may cause some tension within the ranks especially if there are founders who feel the contributions are being ignored or not addressed.

  3. The Story- Interesting storyline. It is reminiscent of the SC2, fight with the first Ilwrath Avenger. Some people have mentioned in chat that they won’t play a game where your forced into a “death clock” situation. I completely support the idea. The point of all the incarnations is survival.

  4. The Creatures- Having different levels of rarity could make collecting interesting. Does this mean we could have a Melnorme presence or at least a similar type of bartering system in this incarnation?

  5. The Planets- Yeah Rainbow worlds! I’m glad they survive this incarnation. While I see percentages of each type, will this be able to be adjusted by mod makers in the future?

  6. The Adventure Editor- it’s ok and I have played with it some. I wonder how this will be tied into the rest of the mod tools. Are there going to be separate tools for each aspect or an all-inclusive mod tool with plugins that allow you to do all in one mod builds? At the Universal Maker part of the update it infers that it is all in one.  

  7. Planet Exploration- I have been a huge fan of this. I started with Starflight series, then SC and a few others, but planet exploration is always awesome to me. From the screen shot I have seen, the perspective has be pulled in a little bit so you’re not seeing clear over the horizon.  I like the radar idea. I wonder if later on, there could be a scan and dig possibility for minerals. That is one of the things I didn’t like on SC2. I guess it was presumed you dug for the minerals when you drove over them. Here it appears you run into a floating mineral deposit.

  8. Landers, Obstacles, etc.- Neat idea, keeping with the previous type collection and value system for planet gained “booty” keeps it interesting, as long as it doesn’t become a huge farming project. Read most game reviews about these types of “farming” required game and you will see people either find a way to cheat or just get bored and stop as it is boring.

  9. Starbases- I love this idea and some would tend to disagree (I don’t really care), I think once you discover a base and take it over, you should have to keep a small fleet to protect it.  This gives that SC1 feel to it as well. Will fast traveling have a fuel consumption? It should even if it is a reduced mount. Will these starbases offer a towing service for the chucklehead captain that runs him/herself out of fuel?

  10. Expectations and Schedules- We will see it when it comes, I see all these things being fluid as there seems to be other projects that SD has taken as priority over this game. When and if this project becomes, a major focus is about the time when the schedule will be realistic in my view.

  11. Concept Art- -hmmmmmm love concept art.

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Reply #1 Top


Starbases- I love this idea and some would tend to disagree (I don’t really care), I think once you discover a base and take it over, you should have to keep a small fleet to protect it.  This gives that SC1 feel to it as well. Will fast traveling have a fuel consumption? It should even if it is a reduced mount. Will these starbases offer a towing service for the chucklehead captain that runs him/herself out of fuel?

Actually, this is a really cool idea. In SC2 you would build or be gifted ships, but you never had more than the 14 you could carry around with you in your invisible fleet.

Perhaps in SCO, you can have a lot more, which you leave at various starbases around the galaxy. That does double duty - one, it's your garage, so next time you come to that Starbase you can swap out the ships you're carrying with you, and it's also the protection fleet for the starbase. Maybe occasionally and randomly a starbase will get attacked, and the game pauses while you go and defend it, but of course you can only defend it with the ships you have left there...

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Reply #2 Top

One thing I did like about SC3 was the colonized worlds had the ships from the species that colonized those worlds. Taking that into consideration having the space stations be able to provide ships from all races you are in alliance with right away and at unlimited amount vs your money is hokey. I think that you should only be able to get ships from aliens that are within a certain distance of the station's sphere of influence and only if your are aligned with them. I do believe it would also be fun to get an occasional "enemy" ship come up for sale as salvage. This would cost a lot of money to fix up, convert controls to human specs and would be limited in some of it's capabilities due to being damaged with no schematics or native techs to repair it completely. This would most likely be an add on or mod.

 On another not I would really like to make a Starflight mod or remake for this game. Some of the fan based stuff has been decent, but the series has fallen off because nobody wants to take on the monumental task to taking it on properly. 

Reply #3 Top

Quoting SavageMind1, reply 2
On another not I would really like to make a Starflight mod or remake for this game. Some of the fan based stuff has been decent, but the series has fallen off because nobody wants to take on the monumental task to taking it on properly. 

Oh man, that would be freaking awesome. I still love Starflight, even after all these years. That big twist/reveal at the end still haunts me.

Reply #4 Top

I do not like the idea of starbases and/or colonies attacked at random time periods. It distracts from the main story and exploration. I do not want SCO to turn into resource management-strategy game. We have other games for that. But may be this is just me.

 

Deathclock is ok, provided that it gives MORE than enough time to complete the main storyline even at rather slow and somewhat relaxed pace and provided you can still continue playing afterwards if you win. We can find encounters/situations (like in sc2) that can extend-shorten this time but it shall never (even if we encounter items|events|situations that only shorten this time period) expose pressure on the player (mods can change that if needed....). Probe hunting in Sol is fine as it happens early in the game and simply adds to the other-all story background so to say. Btw. it might be a good idea to encounter such probes in other star systems, as part of quests and etc.

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Reply #5 Top

I see your point and I agree it would be a pain to have to constantly have your bases attacked. I was thinking more along the line once the base is discovered and you leave some of your forces to protect it. Not leaving any forces or not creating ships would cause a may-day event and you would have to fend another probe or a small alien force.  If you look at the series, two out of the three have had significant resource management as a foundation for the game. SC1 you needed to set up colonies, defense arrays and leave ships to protect them. SC3 you needed to set up colonies based on suitable environment and constantly deal with pissed off cultures that think you should give them enough planets to colonize. Constantly having to adjust populations to use for other colonies. Failing to do so would reduce the amount of available ships for you to use.

I think SC2 is seen too much as dogma, than as a guide or Precursor to a more robust game in the same Multiverse. If you look Stardock's greatest success is with resource-management/strategy type games. I think they could strike a balance without taking the fun out of it. I would love to see a SC1 mod for this incarnation.

Reply #6 Top

Oh, now I get what you are trying to say. Then ~guarding~ a star base makes sense. I just do not want to be focused on - oh, there is another attack at star base Y in 2 days, there is fuel shortage at base Z, there are not enough ships at star base X and etc. I want to be immersed in pure exploration and talking to the aliens, resources management shall be limited to upgrades and construction of new ships and modules... IMO :).

As for mods - why not? I would not mind (some time in future) playing SCO or SC2 based GalCiv or StarSorcerer King Space Rivals  :). Btw it leads us to the next question - how moddable is the engine? I mean, there were some lines on comparison of engines in one of the updates but can the engine, that we currently use,  be used to create a TBS, a RTS, FPS? Baldur`s Gate? I have 0 experience in  programming, so my question might be stupid but I am interested nevertheless.

But, yeah, will the resources and tools allow the modders to do a total conversion and introduce construction on the planets and etc. (even though I am against it at least for SCO and would prefer SCO to be closer to SC2)?

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