player1_fanatic

player1_fanatic

Joined Member # 2487161
7 Posts 101 Replies 492 Reputation

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)

9 Replies 25,336 Views

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

9 Replies 25,336 Views

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

9 Replies 25,336 Views

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.

38 Replies 36,464 Views

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

36 Replies 12,420 Views

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.

38 Replies 36,464 Views

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

8 Replies 38,519 Views

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.

22 Replies 60,491 Views

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?

18 Replies 39,648 Views

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.

18 Replies 39,648 Views

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.

17 Replies 46,046 Views

[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

49 Replies 50,888 Views

[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

9 Replies 7,721 Views

[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.

9 Replies 7,721 Views

[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?

9 Replies 7,721 Views

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

49 Replies 50,888 Views

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

9 Replies 7,721 Views

[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,

63 Replies 665,186 Views

[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

63 Replies 665,186 Views