SC1 had artifacts in its strategy mode. And it pretty much buffed the ships.
player1_fanatic
Drenkend: Why not have their crew function like Orz crew? Staying alive in enemy ship and doing havoc, and getting back if ships is destroyed (or even getting back earlier, after some timeout). Also, is it just me of their flying crew is invulnerable. I was never able to destroy it, even with dozen hits with Earthling Cruiser laser. I think only thing that kills them is them staying too long in the space and just disappearing. Needs better AI (like retreat to ship, after time)
The weapon velocity issue does not affect just Trandals, it affects Menkmack, Phinty and some other ships at some level. Makes targeting with Phinty really difficult, not to mention that it affects AI targeting badly. And Menkmack ship pretty is much a pushover (especially, since secondary is broken). If you are chasing enemies you can not target them at all. Canisters just hit you back (thankfully no damage). Now, just compare that to SC2 Khor-Ah. Completely different experie
Hmm... maybe Trandals should adapt current Mesured ship as their own? You know, headbutting. :D
Does Menkmank ally even work in latest build. A was not able to summing it in latest build? Also, never seen the effect of Mesured secondary. And from gameplay perspective, the ship is fine, even without secondary. I would rather have it switched to different race then removing headbutting. Headbutting is fun. Definitively more fun then SC2 Skiff. Scryve: Way too vulnerable against quick enemies. Unlike, for example, Earthling Cruiser. The flack cannons need tracking, so they
Not using PDF this time?
The thing is, the balanced point cost of custom ship is difficult to specify. Ships are not sum of the parts. There are a lot of synergies involved.
You could have multiple difficulty levels in that game, when on higher levels mothership can be weaker, thus increasing focus of using satellite ships. Anyway, SC2 did not have great balance of early enemies, which usually led to focusing of running away from enemies, or even using AI when fighting probes, until there is time to upgrade the mothership. On the other hand, there were expert players that were using Fiffo to pretty much grind away many of the early
IMHO, use of custom ships should be separate mode of the game, and the main focus should be on making sure standard super melee is as fun as possible. This mode needs to *shine* in quality. What I like of original SC1 was that you had two almost completely balanced teams. This is something that was lost in SC2 sequel, but then focus of SC2 was not so much on improving super melee combat, but making good SP campaign.
Truth to be told, we all will be biased for this game in some way or another, since we will experience the game completely differently from the other users that buy finished game. We are all pretty much fanboys, since we blindly bought into something with no real info what will it become. Which means really bad or really good reviews when game comes out, with no middle ground. For example, personally, I would never look for the review from the early adopter when looking to buy any oth
The main question is with what was it replaced? Anyway, SC3 "click to go to destination" was surely not more fun. Nothing wrong with hyperspace autopilot while listening most awesome tune in the game. It was not boring, but great intermission between planet exploration.
On another note, was super melee music from previous vault update iteration replaced with the new one found in May update? Or do we have multiple battle tracks?
SC2 hyperspace was definitively more enjoyable then SC3 click and get to destination. And great background music helped a lot. The question is with what was Hyperspace journey replaced with in Origins? . Map travel in adventure exploration game can be fun. Good example I can think of is King's Bounty remakes, or old classic Pirates.
I totally feel your frustration. I feel the same myself. In fact, I do not think I would have lost anything if I joined as Founders today, instead of months ago. IMHO, Founder project was opened way too soon, at least 1 year too early then it should be. EDIT: You should definitively join Discord. Just follow the link from latest Founders update.
April founder update is now available. And happy Labor Day to all non-Americans. :D
Got new laptop. Thus, new specs listed: <li class="sellingPoi
Well, it could be always something written in data files for you to read.
[quote who="Volusianus" reply="16" id="3670617"] Quoting player1_fanatic, reply 14 The problem with "wonder" is that we live in time of internet. Any mystery would be solved on day one. That is why I'm more for mysteries that are randomized for each playthrough, similar to how 4X games are
[quote who="Pyro411" reply="3" id="3670544"] Something that would interest me... Conditional quests. For example: Be in Solar System X, between Date 1 & Date 2, with a certain ship in your compliment and you'll see the captain pop up with a quest stating there are slavers in this solar system which happen to be the ones to have abducted their siblings/parents/spouse/kids/etc. Or Be in Solar
[quote who="Hunam_" reply="2" id="3670541"] The main focus of SCO is to have multiple universes (DLC, X-pac, user created etc) which will supposedly prolong the game lifespan. [/quote] This is a double edge sword. For modding to be successful, base game really needs to shine, so that there is a will and pool of players that would be willing to make mods. Just relying on modability with not enough focus on base game could lead to game not being played or modded by anyone.
[quote who="Alverez" reply="1" id="3670536"] Randomized maps have always felt like a way of artificially inflating games to me. It makes sense in a 4x where the 'story' is different every game, but in an RPG it's just annoying. [/quote] SC is not just RPG, but exploration game. How can exploration game be good, if you are only exploring only in first playthrough, with everything being well known for second play?
The problem with "wonder" is that we live in time of internet. Any mystery would be solved on day one. That is why I'm more for mysteries that are randomized for each playthrough, similar to how 4X games are always different each time, due to random map and opponent setup. So something wondrous could happen in early game, or maybe in late game or not happen at all. And mystery is preserved. Nothing worse then having exploration game wi
What are the ways that add longevity to RPG like experience. There is a standard set of options already explored by many RPG games. 1) Multiple classes 2) Choices and consequences 3) Multiple paths to objectives You all have seen this in other RPG games and those may add worth to replaying game more then once. But there is one thing missing here. Take for example 4X games. What is their main component that makes them fresh? Explo
[quote who="bamanlron" reply="55" id="3670167"] There is *possibly* one area left to humans, and that is creativity. But even there AI may supersede us and even if it doesn't I seriously doubt all 7 billion of us can continually create *new* ideas/content for the rest to consume. [/quote] This reminds me "brain farming" that some companies do. Bunch of unskilled workers doing menial tasks that are difficult for AI to do and easy for human brain. Like pattern recognition,
[quote who="starkers" reply="54" id="3670157"] Quoting player1_fanatic, reply 53 Since economy and technology trends are never evenly distributed over world, there will always be redistribution of work force where it is still needed. That may have been true a quarter of a century ago, but tech