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Star Control: Founders BETA 1

Star Control: Founders BETA 1

It's been 25 years since Star Control II.

Today, we hope to give the Founders the first taste of a new Star Control adventure game.

NOTE: This is under NDA so do NOT video or take screenshots of it to share outside the NDA area here or on Discord.

Please keep in mind that this is all still work in progress. Your mission, should you choose to accept it:

- Play the first 30 minutes of the Adventure. Then play it again, and again, and once more for luck.
- Keep your bug-eye out looking for bugs and typos.
- Once you have a good feel for this part of the game start providing feedback on the doc linked below and in this channel.
- We are looking for feedback on pacing, presentation and overall feel of the game and story first impressions.
- Have fun breaking the game.

To access:

  1. Go to Steam
  2. Right click on Star Control: Origins and go to properties.
  3. Click on the Betas tab
  4. Enter this branch password TywomSweatIsDelicious
  5. Choose the VIP branch.

It should then download the game (it'll be pretty big) and you can begin trying it out.

You can post your ideas, thoughts, suggestions on the Founder's Starbase forum.

Basic info we'll want in any report:

  1. What Operating System are you running
  2. How much memory your computer has
  3. What video card you have
  4. What CPU your computer has

I find the easiest way to get this info if you don't know it off hand is to run DXdiag.

The target release date for Star Control: Origins is the end of Summer.  That will mark the beginning of the new era of Star Control games!

Good luck!

 

UPDATE!

We've created a response thread: https://forums.starcontrol.com/489387/star-control-beta-1-response-thread 

Keep posting here and we'll keep updating the response thread.  Some of your reports are so awesome that we didn't want the responses to them to get lost in a comment. :)

Thank you everyone!

218,475 views 171 replies
Reply #26 Top

Found something nice...

I saved the game right before the legate got me.
When I loaded the game the legate ship was on me but could not switch to "converse" mode.
It flew back and forth crazily for about 5sec before being able to engage me.

You can see the rotation lines in the image and the ship right on top of me...

Reply #27 Top

Quoting pshaw, reply 14


Quoting johnyklatchian,



Question
When I enter a planet screen why can't I rotate it?
I can rotate it after I've landed on it... Why stop me before?



I'm confused as I can mouse drag and rotate the planet fine.  Can you give me some more info?
[/quote]

 

I narrowed it down. When you orbit a planet for the first time, you cannot rotate it.
If you land or exit the planet and reenter it you can rotate it.

Reply #28 Top

Quoting johnyklatchian, reply 26

Found something nice...

I saved the game right before the legate got me.
When I loaded the game the legate ship was on me but could not switch to "converse" mode.
It flew back and forth crazily for about 5sec before being able to engage me.



You can see the rotation lines in the image and the ship right on top of me...

 

This happened to me as well last night. I was able to fix it by ramming the planet.

 

I went back to 3440 x 1440 to see what else I could find and found this issue (circled in red):

The line extends all the way to the other side of the screen, but changes from yellow to black when it crosses over a character. I went back to check my previous screenshots and this was present on them as well. This is not an issue at 1920 x 1080 as far as I can tell. 

 

I also agree with two other points I seen on here.

1. The friction-less travel. I prefer my ship to keep coasting in the direction that I last used my thrusters. Coming to a dead stop when not accelerating doesn't even happen with cars on Earth, so it makes even less sense that it would happen in space with a starship.

2. Too easy to accidentally re-enter planets. They should have some sort of invincibility for a short time that causes you to go through the planet if you are within that time, or you have to go X distance away to re-enter. 

 

I will keep playing to see what else I can find.

Reply #29 Top

Quoting PantherX82, reply 25

I can't seem to get the code to work so I can download it. I tried copying it and pasting it. Also typing it different ways to make sure it isn't a issue with how it is written. Can you clarify the password so I can get my VIP access? I am looking forward to testing this.

When you enter the password, what happens?  

Reply #30 Top

Quoting Frungy_Party, reply 23

Yep the change to zero did the trick (although it was actually set at 2 before I changed it).

We are an AMD shop here so I like those.

Anyone who is running into perf issues at all should make sure that number isn't set to 2.  2 is not even designed for today's machines but rather designed for future 8K desktop resolutions.  1 is supposed to be the default and 0 will be a setting for non-discrete GPUs.

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Reply #31 Top

1. Windows 10 Home 64-bit (10.0.16299, Build 16299)

2. 16GB RAM

3. NVIDIA GeForce GTX 1070

4. Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz


Really excited to be playing a Star Control game. I feel the opening of the game could have been a bit different though. The sequence of finding crash-landed Tywom on a planet and then a Scryve probe showing up was just too eerily similar to SC2 with the Spathi hiding on the moon etc and then an Ur Quan probe show up followed by an Ilwrath enforcer. To have such a similar story structure with almost exactly the same plot points feels a bit off.

Second, having a mineral value chart showing the diff values of each color type during the lander missions would be helpful. It helps us prioritize which minerals to pick up with our limited cargo space. Doesn't seem to have much differentiating info on what gaseous type blue vs crystal/rock type blue minerals constitutes either. Some more clarity there would be helpful or is it simply fluff diversification?

Third, agree with all the others. Lander missions are not at all fun right now. They take a long time and the FPS type perspective makes me feel nauseous. A big reason why I like top-down or isometric games is I get severe vertigo from FP perspective graphics. The lander missions the way they are now make it probable that I won't play this game much upon full release. Feeling like I need to vomit after a half hour of play is not fun. There was nothing wrong with the old top down view of lander missions. In fact, it was quite fun. Not everything needs to be 3-D for the sake of 3-D. As I'm playing these lander missions on multiple different planets, there just does not seem to be much of a real gameplay impact by making it 3-D. 

Fourth, the ship moves SO slow in the solar system. This causes a lot of dead playtime where I feel really bored watching my ship slowly crawl towards a planet. Lost maybe 5 minutes just going from Earth to Triton. The lack of a minimap for the planet system makes it even more tedious as I slowly wander around in a circle to figure out where the planets are. Really needs a manual zoom out function AND a minimap display. 

Fifth, would be great if while mousing over a planet it at least gave us the planet name. 

I like the overall feel of the game and a lot of nostalgia factor. Look forward to exploring more. But the lander missions are a big detriment to my gaming experience. I feel pretty uncomfortable now, sort of like sea sickness. 

Lastly, bugs encountered:

Got destroyed by Scryve Cruiser. Reloaded from autosave. Cruiser did not re-engage me, instead followed me all around the solar system literally flying right over my ship until I went back to Earth.

Then after I talked to Star Control, I got the Tywom ship added to my fleet. I engaged the Scryve Cruiser after I got the Tywom ship. Used the Tywom ship to destroy the Scryve Cruiser. THEN, as soon as the battle ended Tywom conversation screen inexplicably loaded up. When I tried to pick the dialog option to end the interaction, the Tywom responded by saying "Oh you want to know more about us? That makes me so moist!" And so I was basically stuck forever in that dialog screen with no way to get out. A special kind of hell.

Would be good to have some kind of conversation kill button where we don't have to navigate through dialog options to leave convos. Sometimes we can just cut it right then and there by pressing the end comms button and exit the dialog screen. It's like hanging up the phone on someone annoying. Much better than always having to backtrack and click two more dialog options just to get to the goodbye option. 

And in general I'd say that's the biggest damper on the fun factor so far. There's a lot of tedious aspects. The slow speed of the spaceship. The lack of ability to zoom out in the solar system. The lander missions spending long minutes just roaming around the planet in random directions because there is no sense of direction or ability to orient. Which doesn't make much sense as we have our spaceship orbiting the planet with the ability to scan the whole thing. The inability to leave dialog quickly.

Also, there was one conversation that really struck me as lazy writing. 

There was the dialog option: You can repair half your ship falling off?

And the Tywom's response was simply "Yes, we can!" Without any explanation or follow-up to that. People playing this game are going to be sci-fi fans most likely. The entire joy of meeting alien species is exploring how they're different from us and the very detailed intricacies of that. It's a pretty huge thing to say "Yeah I can just repair half my ship falling off." And for the followup to just be "Yeah." It's super underwhelming. That was THE point where the Tywom as a species could be defined. And it was totally missed. Instead all we get are random phrases like that makes me moist. You are so moist now. That's nonsense. That's not an alien culture. That's just a cute catch-phrase. I don't get what is unique about the Tywom culture so far other than they are talking slugs and have a few anthropomorphized slug characteristics like they enjoy slime and being moist. I hope it doesn't remain that way.

The Ur Quan and Kohr-Ah also had a great deal of nuance, and the story of how they ended up that way was very involved. I really enjoyed learning the lore of those aliens back in the day. So far, I get no sense of that at all from the Scryve. You can't even really see them under all the armor. And the Ur-Quan from the get-go were very willing, even eager, to discuss their philosophy of domination and why they felt it was morally right. The Scryve in the initial conversation don't come across as intellectual sociopaths. They come across as clumsy schoolyard bullies. That's not the sort of thing you expect out of a civilization advanced enough to be space-faring and militarily dominant over its neighbors. I'm wondering how a race that doesn't exhibit much intelligence got to that point. Maybe there's something in the story that leads to that, but if all they end up being is war-like rah rah, tyrannical types I'm going to be immensely disappointed. This is 2018 and story-telling has long ago gotten to a point where villains are nuanced and relatable. I sincerely hope the Scryve have more depth of character than what I've seen so far. And I hope it's not just a cliche turn like "they used to be good guys but got betrayed or almost annihilated and now they seek to destroy all else." Will reserve judgment until I've seen the full story play out, but yes so far must say that I am not walking away with a great impression of the first two races met in SC:O. 

Reply #32 Top

Oh also, it would be good to have a screen UI that includes the ability to see my ship/escort fleet while moving around the solar system too. Similar to the one SC2 had. 

Reply #33 Top

The first thing that I tried when I got my spaceship was to dive into the sun. I bounced. Why not blow up in a spectacular way?

Reply #34 Top

1. Windows 10 64 bit

2. 16gb Ram

3. Nvidia gtx 1080

4. AMD 1600 @ 3.7ghz

 

Really excited to try this out, and overall loved the experience. Music, dialogue, and overall feel was great,  The feedback:

1. I found the intro cinematic really insufficient to set the whole scene. How far in the future are we? What is going on? Lexites info etc

2. Nagivation around the solar system is very frustrating without the ability to zoom out. When moving away from a planet the default zoom should be much further out, or allow the player to zoom out with mouse wheel or numbers 1-4. I feel like I can’t plan where I’m going

3. Had some huge FPS drops on planet with weather effects. Elsewhere the game was 60-144 FPS, but dropped down to 20 with the weather effects (forget the planet name).

4. Adding a list of values to various minerals would be useful. Also the UI for selling cargo seems a bit uninformative. Just having the total of each class of mineral and total value in a simplified format would be preferable

5. Some textures seemed a little low resolution (at 1440p). Some planets, parts of aliens on dialogue scenes etc 

I’m sure I’ve got more to say but on mobile and in a hurry 

 

 

 

 

 

Reply #35 Top

Quoting Mercy_Fornone, reply 33

The first thing that I tried when I got my spaceship was to dive into the sun. I bounced. Why not blow up in a spectacular way?

It’s ok. You must have done that at night time..

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Reply #36 Top

Planet stuff is very cool! However I lost both landers while fooling around the planet, all of which happened after I talked to the alien and finished the conversation with "I need to report back to earth". Now the game thinks I havent talked to the alien yet, because my deaths seemingly invalidated the conversation on Triton, but now I have no more landers to try again. Obviously this would be an issue of reloading a save but shows how a noob player can immediately get themselves stuck within the first 5 minutes of the game.

Reply #37 Top

Computer System: Acer Predator Helios 300 Laptop

Operating System: Windows 10 Home 64-bit (10.0 Build 17134)

CPU: Intel Core i7-7700HQ @2.80GHz

RAM: 16GB

Video: Nvidia GeForce GTX 1060 6GB

Game Resolution: 3840 x 2160 (32bit @60Hz)

 

I have not completed the first chapter, yet, but wanted to give my first impressions of the game so far. I am at the point where I have brought Wymdoo back to the starbase. I'll continue to play it and then am going to replay it at least two more times as was recommended.

Introduction:

This seemed a little rushed to me. Star Control II is my favorite game of all time and so this means I am familiar with the lore of the original game, but with Origins so far, I thought the introduction needed to get me up to speed more on what is going on with humanity. I don't remember seeing what year it is or even some events in human history to lead up to what is going on. I felt a bit too in the dark here and I'd like to see a more informative introduction here. The introduction right now just shows you that we have a ship, there's a captain of the starbase, and then that's pretty much it. When I replay it, I'll be able to see if I've forgotten anything here.

Your first conversation with the Starbase commander (I don't think I even caught her name) lacks any introduction (and I couldn't name myself or my ship) and gets right to the business of flying to Triton. Okay, that is kind of interesting, but for humanity's first ship, it seemed a little strange to me that we were immediately going to the outer solar system. I don't think this is necessarily a bad thing, but humanity's first strides in our solar system were far from baby steps. It seems like we are running pretty quickly.

Flying to Triton:

There is an arrow indicator to clue you in to which direction to go, but there also really needs to be a mini map here so that you can see where all the planets are and where you need to go or the ability to change the zoom level. I think this is going to be very important to have once we start exploring solar systems that are not familiar to us (which is pretty much every one, except Sol). I'd suggest having both a mini map and the ability to change the zoom level manually.

The spaceship requires constant thrust to keep moving. This is obviously quite different then how space really is and so I found it to be quite odd as of right now, if you stop thrusting your ship stops. Not certain what the thinking is here, but call me a purest - I like how it worked in Star Control II and prefer the physics to be right here.

Landing on Triton:

When you pull up to an object to land on (in this case Triton) you are presented with a lot of information here right off the bat. It seems like you are expected to know what to do here. I figured out that right click dragging the object allowed you to rotate it and see what was there. I think there needs to possibly be a tutorial or something included in the finished product to clue first time players into what to do when you encounter an object you want to land on as well as things to look out for.

At first it was not obvious to me how to control the decent of your lander. At first, I thought I had to use the mouse, but once I started landing outside of the landing zone (on successive planetfalls) I realized that I had no control over it. I finally figured out that I had to use the arrow keys to stay within the zone. The visual feedback as you are descending seems insufficient to land properly in the zone. I'd like some arrow indicators to let you know which controls you need to use to bring your lander back within the zone (the way it is now is certainly seat-of-the-pants, but it seems like humans are technologically advanced enough to east have something to help you stay within the zone).

Another thing here, is there seems to be no reason why you need to land in the landing zone. It seems arbitrary that you must land here and you must stay within the boxes, but there is nothing visually apparent as to why you need to land in that spot, for one, and for two, there are no hazards that seem to exist outside of the landing zone that would indeed cause damage to your lander. This just seems contrived to me to add a mini game here that doesn't seem to make much sense to me. Sure, maybe it is fun to have to land within the box, but when I was landing on Triton (and other places) nothing seemed dangerous about being outside of the box, except that I was outside the box and therefore your lander should be damaged. Perhaps the landing box size should change in regard to the apparent peril of the terrain and being outside it. Plus this would be a great way to make certain planetfalls easy (the box is really big!) and others more challenging (the box is much smaller).

Exploring Planetary Surfaces:

Once you get down to the surface, once again I'd like to have a mini map here to show me where everything is. It took me a couple of planetfalls to notice the squares and triangles to aid you in where to go for objects / resources on the surface.

At first I did not understand what my cargo capacity was (I think it would be nice to have a visual cue to show you when you have picked up a resource (maybe the cargo capacity should flash the new number as a possible example) to let you know that it has increased as the number changing by itself is not a visual cue enough) when I picked things up and also there was really no cue to indicate that you could not pick up an additional resource because your cargo was full. I'd run over a resource and it would not pick up and I didn't understand why at first. I was also on a planetfall to Miranda and there was a resource that contained 94 of something and I had almost an empty cargo, but it would not let you pick it up as I had no idea that it contained that many. I figured out later that it must have a large number of resources in that single container. So I think there needs to be an audible / visual cue here to indicate that your lander's cargo is full (Star Control II used the old gas tank is full sound).

The controls for moving on the planet's / moon's surface seemed to be okay. I'm wondering if it is possible to bring up the controls in case I forget the sliding controls (I haven't tried to use them yet and I didn't try to bring up the options menu here, maybe I can).

First Contact with Wymdoo:

I found this fun and enjoyable for the most part. Everything here seemed to work okay, I cannot think of any bugs or issues here. There may have been a few dialogue lines here or there that weren't voiced yet - I'm guessing you are already aware of this.

First Contact with the Scryve:

This seems okay, although, I'm sure it's part of the story as to why they want to exterminate you when you are in such a fledgling state. Perhaps this story line is overused, but I'm guessing you have reason to making them be like the Ur-Quan Kohr-Ah.

First Battle with the Scryve:

This seems to work okay - I had no issues.

Returning to the Starbase to Converse with the Commander:

When I went back to the Starbase to get permission to help Wymdoo, there were a couple of dialogue lines here that weren't voiced and when I tried to go back to see what I had missed it only allowed me to repeat one or two lines here, but there was probably five or six lines of dialogue and I missed like the second or third one (as things are being voiced I tend to follow along with the dialogue text as they are saying it, but I found that as soon as the voice went silent I was waiting for them to say something and start following before I realized that this line wasn't voiced and missed some of the text because I was too slow to catch up). I'd like to be able to review the entire response from my last selection with the repeat button here. Perhaps see all the text somewhere as well as re-listen to the audio segment for this response.

Getting Wymdoo's Stuff:

I found this quest to be fun. I find that I like to go and pick up all the resources when I'm on a planetfall as well as finding the other goodies / talking to aliens. I landed on Miranda just to see what was there and that's where I found the resource container that had 94 of some resource. Anyway, getting the part from the other Uranian moon and then going to Mars to get the other stuff worked reasonably well.

Having Wymdoo Join and Fighting the Scryve Legate:

I had no issues going back to Triton and getting Wymdoo to join me, but after I left the planet, the Scryve Legate talked to me and then when Wymdoo chimed in, instead of seeing Wymdoo's screen, it was just blank (the inner part of the screen was blank, but the border was still there). So something weird happened here when switching from the Scryve Legate's conversation screen to Wymdoo's as the region where Wymdoo was supposed to be was blank. I'll probably have to have a screenshot here to show what happened.

Fighting the Scryve Legate:

I didn't realize at first there were extra goodies in the combat arena for me to grab. Unfortunately, when I picked them up, I had no idea what they did. So there may need to be an aid here to help you understand what you are getting (like a + this, or something like that).

That fight there went okay.

Comments about the Scryve:

For an alien race that is supposed to be very formidable with their extermination rhetoric, I found it quite odd that humanity's first spaceship (which supposedly is scraping the bottom of the barrel based on intergalactic standards and what other star-faring races ships should be capable of doing) easily destroyed two of their space vessels. They don't seem all that terribly powerful that we need to fear them right now (I realize that this is certainly not supposed to be the case, but just basing this comment on the in-game experience). I'm not certain what to do about this, though, as this part of the game needs to be a bit easy or you'll turn off new players, but at the same time, the Scryve ships that we fight seem to not instill any fear or portend that they are indeed all that powerful.

I'd go back to the starbase (wrongly) saying that there is nothing we need to worry about since we easily destroyed two of their ships with pretty minimal losses.

Returning to the Starbase with Wymdoo:

This went okay, except that I did not receive the Earthling ship that they said they gave me and then when I went to the outfit ship screen it said I didn't have sufficient fleet points to get the Earthling ship (presumably the one I was just awarded). Also, I could not even tell how many fleet points I even had or how many more I needed.

That's pretty much where I stopped. I saw that there was an outer planet named Artemis and its moon Epsis (or something like that), but I have not tried to deal with the robots or whatever that are there.

I'm going to do that next and continue and I'll provide more comments about my experience after I've played that portion of the game.

I'll then continue the rest of Chapter One and then repeat it at least two more times as recommended.

Final Comments / Thoughts So Far:

I do have to say that I am enjoying the game so far. I really like how the planets in our solar system actually look like the real planets from the pictures the various probes / telescopes have taken of them. That is really cool.

I really do think there is a need for a mini map for both solar systems and planet falls as the little squares / triangles I find are really not sufficient to aid you in finding objects quickly on the surface. I can see a need to help streamline the redundancy and improve the efficiency of a player's solar system traverse and corresponding trips to planetary surfaces.

Keeping the lander in the boxes seems like a somewhat arbitrary mini game, but I'd at least like some arrow cues to aid me in keeping it in the box as I descend and the box to change size (bigger when there is no apparent danger when landing outside the current box size and perhaps a little smaller when there is).

For selling cargo, there needs to be a sell all capability (as in the entire cargo bay). We had that with Star Control II where it would just offload everything.

Lastly, I think more consideration is required for making the game easier to understand for first time players. I could see a little "training video" for new captains or some sort of tutorial to allow new players to get up to speed quickly on understanding the various mini games within the main game.

I think the part that I've seen so far shows a lot of promise and want to thank the Stardock team for all the hard work that they've done so far and for allowing us to participate in this part of the game!

:-)

Matt

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Reply #38 Top

Quoting PantherX82, reply 25

I can't seem to get the code to work so I can download it. I tried copying it and pasting it. Also typing it different ways to make sure it isn't a issue with how it is written. Can you clarify the password so I can get my VIP access? I am looking forward to testing this.

Are you sure you are on the right one? I have Two Star Control Origins entries in my Steam Games Library. The first one is for the "real" game and the second one is for Fleet Battles.

You have to go to properties for the first entry (the "real" game), not the second one (Fleet Battles).

Good luck!

:-)

Matt

Reply #39 Top

Chapter 1 was a lot of fun, good way to get the game going.  I cranked up everything and play this on a 4K monitor.  THANK YOU SO MUCH for making a game where everything, including the text scales well on a large 4k monitor. 

 

There is a lot I like about the game, in interests of cutting to the point here is my feedback on things that I don't like or think can be improved.

1.  POP ups come up and disappear fast during the opening scene

2.  +1 and then +1 again to what others have said about being able to control the camera, especially in the solar system, I have no idea where planets are short of flying outwards from the sun and then as the screen zooms out I can find them, having a mini map in the corner or the ability to scroll out would help a lot.

3.  Movement is slow as hell in the solar system.  I don't need it to be super fast but right now if feels like it takes a while to move about the solar system.  I like these types of games, I do not like spending half my time in a game just moving around.  My recommendation give us ship upgrades to increase movement or an auto pilot where I click on the planet in a mini map and it just flies me there.

 4.  Some planets I bounced off of, others I can explore, either let me explore them all or let me fly over them.  Bouncing off them is cute but it gets annoying fast because it's slow to move about the solar system as it is.  

5.  On many moons (oberon, miranda, and earth moon) the minerals were hiiden underground by the graphics overlays.  I'm not sure if this is by design or not.

6.  I cannot pick up partial elements in a lander so if I have 20 available space and the minerals have 23 to fill the lander space I don't get 20 of the 23, I just can't get anything.

7.  I can buy additional first officer Kerry's, why is that?

8.  The opening cut scene didn't finish.  

9.  I have no idea what is going on at the start because that cutscene didn't complete.  As a player of other SC properties having some explanation of how earth got to where it's at after all that went down in past games would be nice.

 

System Specs 

Windows 10 Pro Build 17134

32GB RAM

1080TI

Intel i7-770K

Reply #40 Top

Make sure you download teh "Star Control Origins" game not the "Fleet Battles BETA". The code wont work if you do it on the "Fleet Battles BETA" appid

Reply #41 Top

Just some feedback on the save system

Oh I see what you did there.....

Personally I think 2.3% is a bit OP. Don't want to give save scummers more saves lots. I think the appropriate monetization strategy would be

1) Reduce base probability to 1%

2) Founder Elites get increase probability to 5%

3) Every save/reload cycle has a 0.1% chance to destroy the save file and a 0.1% CUMULATIVE chance of destroying the save slot permanently

 

We can discuss in more detail what the drop rates of StarControl Credits will be on various planet types and the burn rate of Stardock Credit and the ARPU should be, but a few ideas

1) Missiles in Super Melee should be limited via a global pool. The pool replenishes at a rate of 5 per day. Accelerators available via loot boxes

2) Double XP and double damage buff cards available for purchase

3) Timed events for limited edition UI skin themes

Reply #42 Top

Aside from many of the comments already here, the two things that stood out for me:

1. I was losing crew on planetary surfaces when running into what ended up being hazards.  The feedback was completely non-existent; I was being buffeted by some kind of air geyser that killed a crew and I didn't realize it until I had lost most of my lander crew.  The little pained noise from SC2 was simple but quickly made it apparent that something bad was happening.

2. Pluto is not the 9th planet.  It's some weird gas giant that doesn't actually exist according to Wikipedia.  Bring back Pluto!

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Reply #43 Top

Win 10 Pro

i5-2500K @ 3.5GHz

16G ram

GTX1070 Extreme video card

 

Title screen sits for a long time. No loading progress bar to let you know the game is loading.

 

When you choose a dialog option, it should disappear after the dialog is spoken.

 

If there is more than one dialog choice, the screen should return to the choices so that you can select the other ones, this way you can hear all the cool dialog before moving on, if designed to do so.

 

The popup boxes disappear too fast. I missed what one of them said becuase it vanished too quickly.

 

After I selected "I'll try to try" there was missing voice dialog for a few sentences.

 

No way to use the controller to move through the menus.

 

After the first alien says, "We'll give you so many hugs if you manage to succeed!" The first dialog choice is gramatically incorrect. It should say, "We HAVE some questions before we GO."

 

No Pluto? Come on guys!

 

What do we do if we wreck all our landers? As far as I can tell, the lander is the only way to make any RU's in the game. We will need a way to make RU's with the ship so we can make enough to buy new landers. Maybe add the asteroid belt between Mars and Jupiter and we can do something in there to make RU's or allow us to "scoop" gases from planets or the sun to sell back at Earth? It truly sucks donkey balls that my game was essentially over after my last lander crashed. This is not fun and needs to change.

 

Love what I'm seeing so far though! Keep it coming and take your time to do it right! I can wait!

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Reply #44 Top

Quoting smoon53, reply 28


 


1. The friction-less travel. I prefer my ship to keep coasting in the direction that I last used my thrusters. Coming to a dead stop when not accelerating doesn't even happen with cars on Earth, so it makes even less sense that it would happen in space with a starship.

2. Too easy to accidentally re-enter planets. They should have some sort of invincibility for a short time that causes you to go through the planet if you are within that time, or you have to go X distance away to re-enter. 



Inertialess Drive should/could be an upgrade.  Perhaps something you can get later from an Arliou crash site or as a gift from the Arliou themselves?  After all, their ships were unique for that sort of drive.  Seems odd we'd have it early.   Definitely something when you have faster engines.

 

And yeah, I hit moons a few times on accident right after leaving. 


Quoting bkee1701, reply 43



No Pluto? Come on guys!


This.  So much this.  #RestorePluto

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Reply #45 Top

1. Navigating the solar system is a bit tricky because of the lack of zoom capability. Makes finding where you are heading more difficult

2. Resources end up beneath the surface sometimes

3. Lander destruction exploit: If a lander is destroyed ("You died" message) and you hit escape quickly enough, it ends up safely back on board the ship.

4. It looks like I can hire multiple copies of the officer you get at the start.

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Reply #46 Top

i7-4770-3.5g

8gb ddr3

Radeon R7-200

 

It is laggy for my system. The voice plays but the video is slow. It is odd though. I have had no issues with any games up to this point with framerate. I even have seams on planets when exploring.

Reply #47 Top

My wife and I signed up to be one of the founders, and I do get emails.

But I do not see SCO on my Steam account.

I don’t remember adding it my library either.

How do we add SCO to Steam?

 

Reply #48 Top

Quoting GoEndo, reply 47

How do we add SCO to Steam?

If you log into https://store.stardock.com/myaccount/products with your account it will have the key for it within there so you can add it to your steam library :) once you have done that you can go back to the first post in this thread for unlock info for the beta itself.

 

Happy flying, hope to see you in there at some point.

Reply #49 Top

i7-7700k

16Gb DDR4

GTX 1060 6Gb

 

Just finished my first playthrough! Really happy with the game, and looking forward to the next

Happy to report no major bugs during this round, but would like to make/reinforce some suggestions:

- Keep entering again into Star Control starbase while turning to navigate away. Maybe a "cooldown" of 5-10 seconds could exist between entering a given planet/starbase

- When entering the starbase to make purchases, you must use the mouse to make selections. Maybe a cycle between the buttons using "WASD" or arrow keys could do the trick, and avoid switching from keyboard to mouse unnecessarily.

- As suggested by others, would be great to have some possibility of manually zooming in and out in while navigating the solar system. Considering fuel is a consumable, would also help for a more precise pathfinding while navigating.

Now I am left wanting more (gameplay, not bugs)!

Reply #50 Top

Here is what I think of the “Look and Feel” of the game so far…

1.       The introduction movie is too short.

1.1.    It doesn’t give any background or backstory. It doesn’t excite or intrigue you enough.
It does not set the mood. It does not give you enough responsibility. The I matter feeling.

1.2.    OK, we see an alien transmission, is this the first time? Why should I be nervous it happened?

1.3.    It is a game called “star control”. Surely, we have knowledge of the stars?
So, why is this event important?

1.4.    The Lexite are important part of the game.
We have dialog like: “they came here after they left”, “they left here in a hurry” and “that is why we have a star control”.
I know about them from Brad’s updates. How can a new player supposed to understand?

2.       Customization:

2.1.    Why can’t I name my ship? Actually, does it have a name?

2.2.    Why can’t I name my character? Basic RPG ability…

3.       Base Commander / Star Base

3.1.    Why can’t I go to the other functionalities of the base without asking permission?
I want to do as I please.

3.2.    The base commander does not give you information.
I want to be able to ask questions about the Lexite, Star Control, History, Lore…
She is the main source of information I have at the beginning of the game.

3.3.    So many Kerrys to buy – Reminds me of the bug with the landers in SC2 (You can sell them even when you did not have any left)

3.4.    Need a sell all functionality…

4.       Solar system exploration

4.1.    Zoom out more

4.2.    Hover the mouse over planets to see their names or show more than one...

4.3.    Gas giants – Instead of bouncing of, make them accessible but without landing sites and resources.
Makes more sense to me…

4.4.    Friction-less motion (things don’t stop in space) – Maybe use fuel only when I thrust…

5.       Planet exploration

5.1.    It takes a lot of time to explore because you don't know where your going – Maybe mini map?

5.2.    Full tank sound (already mentioned by someone else)

5.3.    If not enough room – Just fill to the limit and leave the rest behind

6.       Popup windows (with quests and equipment)

6.1.    They appear and disappear too fast now

6.2.    They are on top of the dialog selection area so I need to shift my look down and I miss them…
Can you move them higher?

7.       Alien encounters

7.1.    You need to add an “Attack” option… It will get boring fast If I need to listen to the death threats every time…

7.2.    There should be some kind of “Red Alert” sound / warning (as we are not used to encounter aliens)

8.       Resource Quests

8.1.    I sold my Uranium before going to the moon on purpose.
I wanted to check what would happen.
Was not surprised to learn that I could not complete the quest…

8.2.    If you intend to have resource-based quests I think you need to be able to buy resources and not count on the chance I might have them on board.

8.3.    There is only one planet with Uranium in Sol and I don’t know how common it is…
This means that people will start going “Noa” and storing every element on board just in case…

9.       Resources

9.1.    Need a table with the resource values, I don’t know if it is worth it to risk a landing…

10.   Captains log

10.1. I guess it will get really long really fast – Need to be able to search for key words.

11.   Star map

11.1. Will I need to keep a notebook with locations? (like I did in SC2)
I don’t think it will be acceptable today...

12.   Battles

12.1. The battle with the Legate is way too easy…

 

New Issues:

1.       I loaded the Scryve wreckage on board and it does not appear in my inventory

2.       If you use the most zoom out mode of planet exploration the items on the planet are covered by the planet.
They appear OK if you are zoomed all the way in.

 

One note about the story...
Matt Caspermeyer wrote above that more depth is needed.
I think he is correct.

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