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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!

218,508 views 171 replies
Reply #126 Top

Can I draw a comparison between Fallout 4 lockpicking and SCO landing?

Both are very, very repetitive and F4 mini-game sometimes takes longer to complete than SCO.

Now the differences: 

F4: gives you XP and access to loot.

SCO: gives you nothing.

F4: punishes you by breaking your lockpick. Lockpicks are very easy to acquire.

SCO: punishes you by destroying your lander AND killing your crew. Landers are not cheap/easy to acquire + have to buy crew.

 

So, in the end, spending time on F4 mini-game rewards me with loot, spending time on SCO mini-game rewards me with wasted time.

I'd like to hear this mini-game designer's insight on where the fun is hidden? Or was it made as a gate-keeping mechanic where harsh enviro planets hold more expensive minerals or some such?

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Reply #127 Top

XP could be a good idea. What if your First Officer could level up, and landing on harsher planets gives more experience? That would definitely make the mini-game feel like it has some value. (Also give XP for killing enemies, getting bio units, and maybe for exploring signals.)

Either way, there urgently needs to be a strong vocal and textual warning about planets with heavy winds before new players try to land on one.

Also, the first time you return to Sol without any landers, I'd have the commander give you two, verbally wag her finger at you, and say those are the last freebies.

Reply #128 Top

Quoting NomOmNom, reply 127

XP could be a good idea. What if your First Officer could level up, and landing on harsher planets gives more experience? That would definitely make the mini-game feel like it has some value. (Also give XP for killing enemies, getting bio units, and maybe for exploring signals.)

Either way, there urgently needs to be a strong vocal and textual warning about planets with heavy winds before new players try to land on one.

Also, the first time you return to Sol without any landers, I'd have the commander give you two, verbally wag her finger at you, and say those are the last freebies.

 

Do you not get to loot the resources from the planet after successfully completing the landing mini game? I feel like this is not much different than lock picking and then looting the locked box. Other than the fact that you have to actually drive around and collect the loot. I guess the developers could pop up a text message when you land successfully telling you "good job". :p

Sorry for being somewhat sarcastic, I just feel like we are taking a lot for granted and for some reason feel like we MUST have instant gratification for everything we do. Remember people, through effort we achieve our goals. Without effort, we should get nothing. The mini-game requires effort, and it does, in fact, reward us with the opportunity to collect resources off of the planet we just landed on.

While I do feel there definitely needs to be an audible warning the first time you try and land on a severe weather planet or a planet that is very toxic BEFORE you try and land, I can not sit here and say there is no reward at all for landing on a planet. Not without lying to myself and my fellow forum readers at least. :)

Reply #129 Top


Hi guys

So a bit of background after playing the VIP beta (skip to the TLDR below if you don't need the detail)

I'm a little dissapointed... but still have high hopes.
My favourite games from yesteryear are many, but the following stand out:

* XCOM (especially Terror From The Deep)
* Star Control 2 (I still pick up the Ur-Quan Masters from time-to-time)
* Dune 2
* Dungeon Keeper 2 (maybe a bit later than the above)
* All Sierra and Lucasarts games - no exceptions

The new XCOM games absolutely, totally delivered... X-COM 1 and 2 are permanant fixtures on my PC.

I've had my Dune 2 fix in C&C 3... sad about C&C 4...

Sierra and Lucasarts... still working on those, but some recent games come close...

DK2 I finally had some satisfaction from War For The Overworld (I can recommend it now... after they've fixed it up).


Now I'm a big fan of Stardock, since GalCiv 2, Sins of a Solar Empire and Demigod (also permanent fixtures... still deciding on Ashes; but had some performance issues, so I've given it a bit of a break for now)...

Originally I became a founder a of GalCiv3, because even though I love strategy games, GalCiv reminded of being in a space epic. GalCiv3 did not quite deliver... although, I'm learning to enjoy it for what it is and what it is becoming... I start a new game every two months or so :)

...which is also why I actually almost screwed myself over financially, being a founder, when I heard Star Control might be coming back.


--- TLDR ---

Basically, I think the game needs to be delayed for a while. This feels like *almost* Star Control - but not quite (and Fred and Paul screwed themselves over - I've followed it long enough to know that; but I *really* want a new Star Control game and I think StarDock can deliver if they adapt a Blizzardian attitude to this).


* The lander missions are a bit insulting. We're playing a space epic (am I right?), but we also have a bit of Mario Galaxy and Ratchet & Clank in there? I LOVE Ratchet & Clank (because its epic, but not a space epic... even though some of it is in space... you know what I mean)...

BUT... the lander missions need to move away from the terribly simple arcade feeling for an SC game. Maybe a strategy/tactical change will work? I know SC2 has the basic lander missions... but there was justification, due to the hardware limitations (and honestly, the low expectations for anything like that at the time).

I suggest making lander missions strategic/tactical instead - skip the arcade nonsense; we're older than that now... and I feel it really detracts from that "I'm a starship captain exploring the Universe" feeling.

How to land/take-off using the lander is also not too obvious (I had to die a couple of times)... Controllers are nice (I'm a PS fan... for games meant to be PS games), but I ended up with one hand on the mouse, one hand on the keyboard - make right-click cancel/take-off and left-click initiate/land/talk/etc. (i.e. make UX/input consistent).

* The camera zoom when travelling was terrible when I first downloaded the VIP build; but a sneaky patch seems to have made it better :) I'll give it a shot this weekend again, and confirm.

* The human starbase commander has no personality. I think what you've got can work (and her voice actor is superb at what she was directed to do) - but, maybe there can be a bit more urgency? She's just absolutely non-chalant about everything... I don't know... based on the story... shit is going down... she seems to just care about where her next Latte is coming from...  f*ck the fact that you just found aliens and learnt that the human race is marked for extinction.

* Some 80's nostalgia around the human starbase might win some points :)

* The music is awesome...

Hopefully this helps and doesn't ban from the forum... :)

-Jus








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Reply #130 Top

To add to my previous post (sorry, thought I was done and remembered one or three other things):

* Fleet battles are awesome and done - please remove the power-ups though. Otherwise, you nailed it :)

* The upgrade/market interface on the space station nees to match the UX of the rest of the game - it looks hacky swapping it around all of a sudden.

* I also had some performance problems re. the lander missions - but honestly I think they should go... but if you need the hardware details, give me a shout.

Uhhm...

Thank you for listening :)

Reply #131 Top

Quoting Ewiv, reply 128

Do you not get to loot the resources from the planet after successfully completing the landing mini game? I feel like this is not much different than lock picking and then looting the locked box. Other than the fact that you have to actually drive around and collect the loot. I guess the developers could pop up a text message when you land successfully telling you "good job". :P

Sorry for being somewhat sarcastic, I just feel like we are taking a lot for granted and for some reason feel like we MUST have instant gratification for everything we do. Remember people, through effort we achieve our goals. Without effort, we should get nothing. The mini-game requires effort, and it does, in fact, reward us with the opportunity to collect resources off of the planet we just landed on.

That's the thing, though: you're doing a mini-game so that you are "rewarded with the opportunity" to... fly around on a planet, many of which are completely bereft of danger or interesting things to experience, in order to collect the resources you need to get stronger.

You are "rewarded with the opportunity" to grind more, and on many planets it will be mindless grinding that takes 20 seconds or more once you're past the landing procedure, over and over. Being allowed to grind isn't a reward for most people.

Adding on an additional layer of instant gratification / Skinner box incremental improvement is one of the (potentially many) ways to add a bit of extra incentive to landing. Personally, I'd prefer some deeper gameplay and content be added to planet landers, which is why I started a thread a couple days ago to brainstorm ideas to improve that experience: https://forums.starcontrol.com/489412

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Reply #132 Top

Hi, dumping my first 30 minutes of play (I was slow, gazing at stuff and did get only to Mars w/o landing on it lol). Yep. Despite warnings I had to confirm it the bad way with lives of my crew that Venus and Mercury are an ass :)

First impression - all is slick, smooth and cute (highest settings, no Vsync, fullscreen) apart from:

Shipyard UI and dialogue text background

- The colours are dull, a bit annoying and unserious, more like taken from a porn site or something.

- Light blue borders and orange/teal slots look not very nice here imo. 

-  What's with this micro-grid everywhere? It is quite annoying and also blurs easily if your eyesight is not as good as of 15 year old kid's anymore. The same goes to the dialogue text background grid.

But I bet the UI design here is still under construction (I hope)?

 

Cargo Manifest

PLEASE! Please correct the headings for cargo.  We have all kinds of chemicals in the game, not only elements. And no one says "gas elements" or "solid elements". The better way would be calling them "Gaseous chemicals" and "Solid chemicals". But even better proposal would be "Volatiles" / "Volatile chemicals" / "Volatile materials" / "Volatile resources" and  "Solids" / "Solid chemicals" / "Solid materials" / "Solid resources". If it's a sci-fi game, it doesn't mean it's for the 1st grade school education level only.

 

The dialogues

I agree wholeheartedly with previous orators about the overly exaggerated lightheartedness and silliness of (at least captain's) dialogue lines. I said it before this release and still think alike - the dialogues must become more serious, inventive, witty and occasionally hilarious or brutal - not all the damn time dropping to IQ level 50 jokes and answers. But even that part of the game is not complete, I guess, so maybe it is too early to worry?

 

View from planet surface

Planets as such look very finished (and shadows coming huh). Very slick and nice. Mechanics and camera work in this build looks quite fine to me. However the view of space from the surface of moon and I suppose other Sol planets is a bit strange. The sun looks too small and too orange from the surface; the other planets look too large and too close - you are not supposed to see them that easily. I propose to keep the views as is in other planetary systems (auto), but for Solar system - if possible make a custom rule for viewing other planets and Sun from surface. We just know our system too well and it looks too obviously-unrealistic. Most of the game doesn't have to be looking realistic but the solar system imho at least should try to. Distances between the gas giant orbits in Sol are a notch too short as well.

 

Sun

This looks silly - ship hiding and passing thru the sun. I think it was already mentioned before but still. Someone has to come up with a solution perhaps. Bouncing off would be also silly. SC2 had the best solution to this but I guess it's not easy to do in the current engine?

 

Moon dialogue

When the below dialogue popped up, it briefly interrupted the music/sound for half a second (destroys immersion kinda):

 

Starbase and Earth

It is a bit confusing that contacting both planet Earth and Starbase leads to the same effect - going to Starbase commander dialogue. I would expect Earth to trigger orbit scan w/o landing of course. Would seem more logical tbh.

 

Reloading

After reloading from a save, the thruster tracers were left on the screen permanently on initial ship's position. This also occurs in Fleet Battles.

After yet another attempt to load, an empty load menu opened (not sure if it was just by opening the load menu or already after clicking on a save to load, probably the latter). The game would get stuck on that empty menu (still running but stuck) so the process had to be killed to get out of it:

 

Well, I got to Mars, but not further yet ;)  That's when 30 mins elapsed for me.

That's how the game looked from an unspoiled / objective eye for the first playtime for 30 min.

The version was 0.87.42957 from 04.0618 (Monday's 1st update).

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Reply #133 Top

Quoting Ewiv, reply 125

I don't get it guys. I literally have 0 trouble landing on all the planets/moons baring 3. I am guessing instead of tapping the left and right controls you guys are pressing it for a period of time and totally messing your landing up. I don't really feel the landing needs a lot of explanation myself. Keep the lander inside the square as best you can, it's pretty intuitive to me.

Yeah, I agree. I'm a little astonished that so many people are losing all their landers trying to land, I really don't find it tricky.

Maybe if they keep trying over and over to land on a really hard planet and are ignoring all the other mostly super easy planets, I guess. But that's the actual definition of insanity, right?

Reply #134 Top

Quoting SavageMind1, reply 115

Any planet with severe weather and heavy gravity. I lost three landers on Titan alone.  Depending on how far you are off will decide how many crew you lose. Not a fan of it myself. 

Don't do that.

You will need to upgrade your lander before you can do that kind of thing.

Reply #135 Top

Unfortunately, I have to agree that the lander minigame is... not fun. I don't find it overly difficult per se... it just feels unnecessary and superfluous because it's not so much a game as it is merely a barrier.

I almost think it would be a better idea to automate the landing, but require certain technology upgrades just to be able to land on certain types of planets. Don't have the right equipment... you can't land there yet. The whole "land on this target or you take damage" feels disingenuous and artificial. WHY do I take damage if I miss the mark a little bit?

One idea worth considering: make the landing game so you have to keep your lander LEVEL while managing a limited amount of fuel at your disposal for slowing your rate of descent... with the goal of landing level and softly. Atmosphere and weather could still affect this, even. Either way, I'd take the steering out the equation. In addition to that, give players some kind of perk for having a lander in perfect condition... extra speed, a longer collection range, a bonus to collected resources... something as an incentive for making it to surface in perfect shape.

As for the planetary mini-game itself, it occurs to me that it almost wants to be a bit of galactic mini-golf. There's a good core there, but I don't think it's being fully leveraged and it's a bit dull and repetitive as a result. I'd really embrace the "this is basically like mini-golf or marble madness in space" idea. What other interesting twists on the formula can you throw at us with that in mind? Sustained wind or wind gusts that can push landers into hazards? More extreme or impassable terrain (e.g. canyons) that forces us to make interesting decisions about choosing our path around a planet? Maybe nerf the jump jets a bit so it becomes a more meaningful upgrade later?

But then, maybe the game gets more diverse - we have only seen the first chapter, after all.

Reply #136 Top

 I like how the lander minigame works now.  I think there is a reason (lots of interesting stuff hidden on planets that landing anywhere would mess up) we only have 1 landing site per planet (eg. it was mentioned there are lander boost upgrades so you can reach plateaus you couldn't before; being able to land on those plateaus from space messes that up) and I prefer being able to land on any planet just like SC2 why would you single out landing difficulty to have an auto-lock until you get equipment while all of the other hazards won't (heat, weather, etc.)?

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Reply #137 Top

We really appreciate the feedback you guys are providing.

weve read through every comment multiple times. We often don’t respond to each one as much of the reading occurs on tablets during design meetings.

In effect, you guys are part of the dev team.

Hopefully Beta 1A will give a taste at how fast we’re iterating on feedback.

Thanks again!

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Reply #138 Top

Landing

I don't have issues with the current landing onto the planet. It does act as a barrier, as when landing is very turbulent, you need to get upgrades.

I like that planet landing is not as large/involved part of the game as in "Long Journey Home". I'd like to like LJH, but I hate it with a passion due to the planet landing part. Uninstalled after an hour of frustration, and got a refund.

I'm sure landing in Origins can be improved, but it works. Whether it remains the same or is changed somehow - please keep it simple, Star Control is not a lander game! :grin:  

Quick save

I'd love to have a quick-save feature - I think something similar to what Wasteland 2 is doing works great. 3 slots and quick-save cycles between them.

Reply #139 Top

Don't get me wrong people, I agree that the lander mini-game will get dull and boring very quick in it's current implementation. What I can't really agree with is that it is difficult. It's only difficult on the planets that it is discouraging you from going to when your lander is not prepared for them. I feel like the game itself does need some ideas so I am happy to see a thread started to produce some ideas to make it more interesting, this should help the devs produce a better-finished product for us. :)

Reply #140 Top

I think the landing-stuff is just fine, i just wish the whole ordeal from selecting the spot to actually landing would be a bit faster.

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Reply #141 Top

It seem's, that button "o" cannot be changed to do anything else. Basically it does the same thing as "tab". Just weird.

Reply #142 Top

Quoting pchernik, reply 138

I like that planet landing is not as large/involved part of the game as in "Long Journey Home". I'd like to like LJH, but I hate it with a passion due to the planet landing part. Uninstalled after an hour of frustration, and got a refund.

Oh man, same. I followed that game for a really long time, was super keen and watched every stream and was chatting to the devs all the time and really active on their forums and discord, and when the game finally came out I bought it and refunded it within the 2 hour limit because it was just so unplayable. Not only the planet landing (although that was *terrible*, you're right) but just trying to fly around the solar system and get just the right amount of thrust etc for orbits and so on, it was so finicky it wasn't the slightest amount of fun. 

And then all the actual "missions" etc were just text boxes.

It had so much potential, but it was utterly awful at the end of the day :-(

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Reply #143 Top

Computer System: Acer Predator Helios 300 Laptop

Okay, I finished my third playthrough on this laptop (specs are in previous posts) all the way through.

Bugs:

  • If you are exploring a planet that you have landed on and your lander dies, if you hit the ESCAPE key immediately, you will fly back to your ship with your lander intact! The crew will be dead, but your lander will not be destroyed! You also get the cargo as well. I'm not certain if you can do this without any upgrades (as I had the laser, increased range, increased cargo, and increased engine improvements when this happened).
  • There are saguaro's on Mercury and Venus! What!? I don't think you want those there.
  • I shot and converted all Lexite Drone's into containers, but somehow I only picked up 7 rather than 8, although I'm almost 100% positive that I picked all of them up.

Other Comments:

  • I picked up all the resources on Titan. Landing on there without dying is obviously hard, but if you are patient and reload a lot, you can land there enough times without dying and pick everything up. I find that you just don't do anything when landing unless, by luck, you are really near the landing square. If you are blown too far off course, you die, and then just reload it and try again.
  • I found the button that allows you to see your conversation (I noticed it the first time when Kerry was talking). That is nice to have and so now I can save and review the conversations you have with everyone - yay!
  • The fog does not slow the game down as much as it did before. On my machine it gets a little slow going through it, but not nearly as much as before.
  • Io seems a lot harder than last time. With the previous version, I easily picked up the 3 resources without dying or even losing a single crew member the first time. This time around, it probably took me 10 tries.
  • Shooting the Lexite drones now converts them into containers. They show up in your cargo, but you can only sell them for 1 RU. Seems like maybe 1 RU is too little? Not sure.
  • 25 Tzo Crystals on Callisto!? Pretty nice!
  • I bought the lander increased pickup range, increased cargo improvement, and the better lander engine improvement with all the resources that I got. I pretty much picked everything up on all the planetary bodies except Venus and Mercury.
  • Do crew cost anything when you go to the shipyard? It seems like they are automatically replenished, but I didn't note whether my RU's changed.
  • The overall feel of the second beta seems to be a smoother experience and I like it better than the first.

That's it! It'll be interesting to see what the next update brings!

Thanks again to Stardock for letting us try out this beta and be a part of the development team with our comments!

:-)

Matt

Reply #144 Top

Not going to talk anymore about the whole landing situation. Been talked too much already by many people, some like, some dislike.

 

I've been playtesting slowly and i have to say the ZOOM is Fine now. It's very very smooth and actualy seems quite inteligent to guess what i would like to see, it's nice enough for me if it goes live witout further changes.

What i still don't like is the scale of the planets we land on compared to the lander. They are TINY (yes, even the larger ones). I've tried diferent kinds of zoom levels and the feeling is always there, the scale is way off, it feels the planets are a little toy and not a big planet.

I still believe you need to add some mini-maps on more screens. The landing part realy needs a mini-map. People will have good nostalgic feeling from SC2 and it would make it easier to get to the minerals still missing to collect.

A mini-map on the starsystem will all the planets would be nice aswell, but not as necessary since the zoom already works much better.

 

Aliens:

Not fond of the slugs. They are very generic looking and i realy find it very lame they have those pencils/pens on the suit, breaks immersion. Comparing them with the spathi (the first ones we meet in SC2), they are miles behind. (It's kinda impossible NOT to compare)

The bad guys are better. But they don't convey the "fear" that the Ur-Quan posed in SC2. Hopefuly they feel more menacing in the folowing encounters.

 

Fights:

The zooming in/out was so fast that i had a hard time fighting. Still need to get used to it i guess, but i had my arse kicked on the first real encounter (not the probe, the folowing one). It was so fast that i had no time to realy see what was going on. I still think the playing field is too small, there is not enough time to maneuver imho and the gameplay is fast so that makes a complicated situation for newbie players especialy.

 

Dialogs:

I'm not fond of the starbase girl. Too Jolly and cheerful and always making light-hearted remarks. I think i would like her to be more professional and serious. After all she is in charge of a multi-million RU starbase, we expect her to be more professional about it and it realy feels our mission is not as important because it feels the humanity space exploration it's lead by a teenager.

Lander captain: I like it. Feels professional, but also friendly. Good voice, convincing, makes me feel part of the team doing something risky.

 

Cheers

Reply #145 Top

Operating System: Windows 10 Home 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804)
Language: English (Regional Setting: English)
System Manufacturer: LENOVO
System Model: 90H2000YYS
BIOS: O36KT12A (type: UEFI)
Processor: Intel(R) Core(TM) i7-7700 CPU @ 3.60GHz (8 CPUs), ~3.6GHz
Memory: 32768MB RAM
Available OS Memory: 32722MB RAM
DirectX Version: DirectX 12
Card name: NVIDIA GeForce GTX 1080

 

I found several issues in the latest build:
1. If you communicate with a ship - The converse button cycles through blue/orange and there is a strange sound when you move the mouse.
2. I killed all the drones on Elpis. I did not have enough room in my lander for the last canister, so I left it behind.
    I came back for it and it was gone.
3. I did the quest in reverse order, I collected the items and then went to Triton.
3.a. No probe (did not come) --> the Legate appeared and attacked me --> Who summoned it???
3.b I fought the Legate --> went to Titan to check if you fixed the bug that after collecting the wreckage with the lander, it does not appear in your inventory... Found this...

You can see it from space (totally corrupts the lander screen)

 

It covers half he planet when you land... AND You can't pick it up now.

 

In this build also, it is hard to read the dialog if it has two lines.

Reply #146 Top

Quoting Knightpt, reply 144


What i still don't like is the scale of the planets we land on compared to the lander. They are TINY (yes, even the larger ones). I've tried diferent kinds of zoom levels and the feeling is always there, the scale is way off, it feels the planets are a little toy and not a big planet.

 

I suggested to scale lander down, so the planets don't look as small in comparison. They said they tried it and didn't like it. Also, they said it's gonna be fairly easy to mod.

Reply #147 Top

Quoting Knightpt, reply 144

I'm not fond of the starbase girl. Too Jolly and cheerful and always making light-hearted remarks. I think i would like her to be more professional and serious. After all she is in charge of a multi-million RU starbase, we expect her to be more professional about it and it realy feels our mission is not as important because it feels the humanity space exploration it's lead by a teenager.

I could not agree more. She needs to be more "matter of fact". She's too chirpy and and not at all serious. She reminds me of a cheerleader teenager, and I expect to hear the word "LIKE" every other sentence...

Reply #148 Top

Quoting Knightpt, reply 144

Not fond of the slugs. They are very generic looking and i realy find it very lame they have those pencils/pens on the suit, breaks immersion. Comparing them with the spathi (the first ones we meet in SC2), they are miles behind. (It's kinda impossible NOT to compare)

TO be fair, there's a reason for that. They have been watching us for decades and have picked up a lot of things from our pop culture. They probably don't even use pens, but wear them because we do. See also the fast-food drink cup on Wimdoo's desk etc.

Reply #149 Top

Planetary Data Bugs:

I've been going through the planetary data to check to see if it is accurate and here's what I've found so far (I compared against values in Wikipedia, but if you have a better source use that):

  • Callisto:
    • Gravity is listed as 10.07 m/s², but should be 1.235 m/s²
    • Temperature is listed as 23°C, but should be 134K or -139°C
  • Ganymede:
    • Gravity is listed as 1.13 m/s², but should be 1.428 m/s²
    • Temperature is listed as 24°C, but should be 110K or -163°C
  • Adrastea:
  • Miranda
    • Gravity is listed as 8.54 m/s², but should be 0.079 m/s²
    • Temperature is listed as -37°C, but should be 59K or -214°C
  • Enceladus
    • Gravity is listed as 7.03 m/s², but should be 0.111 m/s²
    • Temperature is listed as -15°C, but should be 75K or -198°C

It'd be nice if these could be fixed.

For fictional worlds:

Artemis:

This planet currently does not exist. Gravity is listed as 8.93 m/s² which puts it between Uranus and Neptune (this sounds reasonable since Artemis is estimated to be ~10 earth masses), but its temperature is listed as -61°C. Uranus's mean temperature is listed as 76K and Neptune 73K (-197°C and -200°C, respectively). You'd think that Artemis would be quite a bit colder than either Uranus or Neptune due to its distance and Pluto is listed as 40K (-233°C) and Eris is listed as 30K (-243°C) and so it would seem like Artemis should be somewhere between these two ranges (it being an ice giant would possibly be warmer than Pluto / Eris, but colder than Uranus / Neptune) the average of which is: -218°C (55K).

The name, Artemis, conforms to IAU standards (https://www.iau.org/public/themes/naming/).

Elpis:

This moon currently does not exist, but gravity is listed as 6.96 m/s². This is too high for a moon as Ganymede, the largest moon in the solar system is 1.428 m/s². The question is, how big is Elpis supposed to be in the game? Even if you made it Triton-like, it's gravity would be 0.78 m/s². Pluto's gravity is 0.62 m/s² and Miranda's is 0.079 m/s². So Elpis' gravity should probably be less than 0.5 m/s² if it is meant to be smaller than Pluto or between Pluto's and Triton's if you want it to be more like those moons. Elpis' temperature is listed at -66°C (207K), once again, too hot. Since it is far away, but could possibly have some tidal heating due to Artemis it would probably be around Pluto's / Eris' temperature so an average would make it -238°C (35K).

One thing about the name here. Since it is a moon of the planet Artemis, you probably should name Elpis such that it is related to Artemis. Looking up Elpis I found no relation to Artemis, except that both are goddesses from Greek mythology. From Wikipedia: Elpis is the personification and spirit of hope (usually seen as an extension to suffering by the Greeks, not as a god), perhaps a child of Nyx and mother of Pheme, the goddess of fame, renown and rumor (Unclear, who is who). She was depicted as a young woman, usually carrying flowers or cornucopia in her hands.

Since Artermis was supposedly a virgin and had no offspring, I'd suggest using a name of one of Artemis' nymph's or you could just name it Amnisiades (for the Naiad-nymphs of the River Amnisos of the island of Krete (Crete). They were virgin handmaidens of the goddesss Artemis - source: http://www.theoi.com/Nymphe/NymphaiAmnisiades.html). You could also use one of the Nymphai Hyperboreiai (Oupis, Loxo, or Hekaerge) since they were handmaidens of Artemis who were worshipped as demi-goddesses on the island of Delos (source: http://www.theoi.com/Nymphe/NymphaiHyperboreiai.html). This would make the naming pair with Artemis conform to the IAU standards and possibly make this seem more realistic as Eris' moon is named Dysnomia (Eris's daughter in Greek mythology).

Extra Solar Objects:

Since all the extra solar systems are being procedurally generated from what I understand you probably should use a lookup table with our solar system's known objects to ensure that gravities of various extra solar objects are reasonable and then skewed by planet type. For example, an auric world could use gold's density and then the density of our moon and use that ratio to help scale to make elemental worlds gravity at least seem realistic. An example here is that the moon's density is 3.35 g/cm³ and gold's is 19.3 g/cm³. That is a ratio 5.76, but you could use half that if an auric world is only half gold for a ratio of 2.9 and then if we found an auric moon about our moon's size then its gravity could possibly be 2.9 x 1.622 = 4.67 m/s², which would seem reasonable.

In the end, probably a lot of people won't care, but for those of us that are kind of interested in this stuff, having a little bit of effort to keep it reasonable would add a bit of fun factor here.

Matt

Reply #150 Top

Quoting  knightpt:

I'm not fond of the starbase girl. Too Jolly and cheerful and always making light-hearted remarks. I think i would like her to be more professional and serious. After all she is in charge of a multi-million RU starbase, we expect her to be more professional about it and it realy feels our mission is not as important because it feels the humanity space exploration it's lead by a teenager.i

 

i totally agree. She Reminders me of Spice girls that comes across as totally unaffected of the fact that a race is trying destroy the entire humanity.