In Star Control II, the Mycon could regrow crew. Now, right now, only the Greegrox regenerate but that comes in the form of adding to their school (where each of them only has like 1 HP). Right now, we don't have any canon ships planned where the special ability re-grows actual crew.
Frogboy
Yep, all truisms. Working on all of the above.
The sling shot effect is there but it isn't very strong. If you are willing to play only single player, you can go into the assets directory and play with meleeparameters.xml These parameters will eventually get put into an .ArenaXML file but for now, you can mess with them directly. Another file you can play with is StarControlGalaxy.xml which is in the Galaxies folder. At the very end of the file is the Solar System that is used in Super Melee which, needless
Some terrific ideas here. Some comments: We definitely want to start tying a lot of stats to the player. We are recording some things but we aren't using them yet. For example, what your best ship is, what ship you win against the most (as a %) and so on. Would love us to add rankings to who is the best at what ship in the game. Total damage done and an end summary screen is definitely something we should be doing. Gravity is...ha
In terms of the ship design feature: You can only pick 1 type of thruster (acceleration and manueverablity) and 1 type of engine (top speed). Now, in terms of when you are in adventure mode and outfitting your flag ship: We will be spending a lot of time in this area to get things just right because the flag ship should be able to evolve in lots of different areas. So there will be a lot more parts involved. The ship designer will soon also have a R
Some good feedback. Here are a few responses that I hope you find helpful: While we don't currently intend to include any ships from Star Control I, II and III into Star Control: Origins at this time, we will be continuing to release new ships frequently. Broadly speaking, we have approximately 28 ships in mind before release of which a given fleet is going to typically be able to fit around 8 ships. This number will continue to grow after release.
We will have far FAR more than a dozen different combat maps. Brad
That's a really interesting idea regarding controlling speed. The arena sizes will be configurable. The control keys are already configurable. :)
It is pretty amazing the team Paul and Fred assembled. It’s worth noting that Fred may have done all the coding personally which is pretty amazing. Star Control II was truly lightning in a bottle. I am pretty excited to see what they come up with next. I had sent them interview questions awhile back and had art commissioned for the occasion but with Ghosts now publicly announced we are all trying to take care as to avoid creating the appearance of collusion. <
Ok.
Would you guys feel less of me if I told you I print out your posts and read them at length on the couch? b
[quote who="Kavik_Kang" reply="5" id="3695143"] That link works for me too, it's even back too being it's normal purple. This is very strange, beginning friday afternoon it started telling me that the forums were down for maintenance. I had been using this link to get here all along and it just stopped working for some reason... https://forums.starcontrol.com/ Ok, I guess I will post my notes from playing this weekend and give eve
I'd like to hear from others regarding the size of the planet. I too have had some...thoughts about making the planet slightly smaller.
The problem wasn't manueverability, the problem was the nuke was too good. Check out the latest update.
Great feedback. Thank you. I've been incorporating some of this in preparation for this week's beta.
Really like this!
[quote who="Alverez" reply="10" id="3694894"] Yeah, that's just fact. I don't think making the enemy ships playing with different toys is the right response though. I think you need a level playing field and to accept that some people will destroy your best AI. [/quote] i don’t think that’s a fair thing to ask players to accept. I stopped playing super Melee in sc2 bc I could beat the AI on the hardest level.
[quote who="Alverez" reply="6" id="3694860"] Ouch...that is the opposite of what I wanted to hear. I think inflated stats being subbed in for difficulty is lazy/bad design. [/quote] There are going to be humans who are better than the computer. There's no way around that. The normal AI will be as good as they can make it. But there are still players who are just insanely good.
In a previous build, players were saying it moved too slowly. is there a ship in particular you feel is too fast.
I personally would like to see where the AI levels affect how much damage they take. Or perhaps give them a bit more crew.
I agree. What do you think should be the UI for that?
Post here your ideas for a super-melee abilities. Here are some of mine: Fast guided rockets. Similar to the Earthling Cruiser, these would be much weaker but also much cheaper. Phaser. Automatically hits nearby ships at short range for some damage. Mirror. Temporarily become the other ship for N seconds but with your health. Cloak. Enough said. Disruptor. Greatly depletes enemy energy. Betrayal.
[quote who="Hunam_" reply="75" id="3694340"] Brad, I feel like detailing the Commander a bit more would make her look less plastic. Shouldn't be a lot to ask of your artists, right? :3 [/quote] Sure. Which alien race would you like to eliminate from the game in order to invest in updating the commander now that it’s fully realized?
Great feedback! Please continue!
That is really insightful. I’ll play around with that.