Kavik_Kang

Kavik_Kang

Joined Member # 3160460
79 Posts 1,160 Replies 9,468 Reputation

You said you were considering a "ship module" so that the player doesn't have to do planet exploration if they want to skip that part and focus on the adventure game, at the expense of having ship battles be more challenging. I just meant that you should call that "ship module" something like "marine landing force" or "landing party". It could make the ship battles more challenging by having their transport ship(s) that they use to land take up some hangar bay space. Maybe

10 Replies 231,096 Views

Instead of a gamey "ship module" you could have a "marine landing force" the player could have. Then you "send in the marines" instead of doing the Star Trek thing of inexplicably sending all of the most important officers on the ship down too the planet, haha.

10 Replies 231,096 Views

I have been dying to play Offworld Trading Company, but any ship I make will be all function and no form. The artists and modelers will make me look like a 5-year-old when it comes to appearance. So I'll just wait until I can afford to buy OTC, haha!

32 Replies 182,099 Views

SC2 was a perfect format for a game, a big game containing little "mini-games". Many have attempted to do this in other games over the years, but "quick resolution" usually makes for a better game than "tactical mini games". The "mini-games" usually take too long, and are of a different genre then the game the player was wanting to play. When someone decides to play a strategy wargame, for example, a tactical mini-game for combat resolution is just getting in the way of the

40 Replies 223,575 Views

My screen is 1920x1080. But I was just trying to give an idea of what I meant, so nobody thought I was saying it should take most of the length of the area to accelerate.

3 Replies 496 Views

I realized that this is also related to feedback other people have given about the thrust trails seeming strange too them because they are always on even when you are drifting. The thrust trails show momentum and direction, but also thrust and acceleration which right now happens almost instantly for all ships. When the player is not thrusting, the trails should be on only like "pilot lights". The acceleration should be just enough to be perceptible for the fastest and mos

3 Replies 496 Views

I have been playing with the data files trying to make the Tywom v Tywom “knife fight” feel good too me. There are some things that are making this very hard for me to work with. As an example, if I were making Space Hockey I would get the initial balance working well through a combination of “test tracks” that aren't available too me in SCO. I would have a “drag strip” for racing ships against each other in a straight line acros

3 Replies 496 Views

Like many people, I am torn in this situation as well. From a gaming experience perspective I've always considered SC2 to be the best computer game ever made. Paul & Fred are among the few computer game designers that I admire. So is Brad, and Galactic Civilizations which makes Master of Orion look like Candyland. But so far what I see is Paul & Fred making emotional demands without having any legal basis behind it. There are a lot of points that indicate

688 Replies 7,360,626 Views

Quentin Tarantino will be directing a new Star Trek film, which will be R-rated. Sounds pretty bad to a classic ST fan like me... http://www.vulture.com/2017/12/quentin-tarantinos-star-trek-will-be-rated-r-obviously.html And... Please Stand By https://www.youtube.com/watch?v=TzQe4sqjZ

1 Replies 107,824 Views

From what I have read, Brad tried to just contact them directly to work it out and was instead referred to P&Fs lawyers. My guess is that this will eventually be worked out between the lawyers that results in both games being made. Stardock has repeatedly said that they want to see Ghosts made, just not under the Star Control name that they now own. I, of course, have no idea what is going on. But I can't imagine that Stardock would have bought the rights to Star

688 Replies 7,360,626 Views

I had forgotten that I had thrown in a few very basic aspects of Rube in what you were replying too, and that you were probably asking more for an example of Rube than you were NWD. I can't provide a simple example of the specific function of Rube because only world class SFB experts have a frame of reference from which to have any idea what I am talking about. That means about 50

11 Replies 66,560 Views

NWD is just a broad stroke, meant to be applied to what ever you want to apply it too. The point, for the academics who were thinking along these lines, was a "universal and uniform" way of doing simulations for the purpose of learning from them. It can be applied to almost anything. It really is as simple as I described, as a concept, and only becomes as complex as you want to make it. The classic example was a self-sustenance village. A citizen of that

11 Replies 66,560 Views

SFB, Star Control, Subspace... for some reason the space combat games always get forgotten. It's not a surprise too me that these guys have never heard of Star Control. It made me remember something that Stardock might not know, and maybe their marketing department might want to be aware of. At the end of the last century, PC Gamer magazine published a list of the "Best Games of the 20th Century". Star Control II was #6.

688 Replies 7,360,626 Views

This is a good old-school one that everyone had read back in the day that this was among the only books available on the subject... https://books.google.com/books/about/Designing_Games_and_Simulations.html?id=n9TtAAAAMAAJ There have been several books with this same name. This is not "Will Wright's bible", which had this same name. I have not been able to find th

7 Replies 335,224 Views

That is one of the things that had immediately struck me as... unusual. Paul and Fred make games. If they had a problem you'd think they would have made a big issue out of it a very long time ago. Waiting for Stardock to be millions of dollars into a project, and then pulling something like this right at the end as they go into Beta, just strikes me as incredibly unprofessional. I wrote a tactics manual for Interplay's Star Fleet Command, an SFB computer game they re

688 Replies 7,360,626 Views

[quote who="Arch Zero" reply="56" id="3697597"] Quoting Kermamorjens, reply 55 Or maybe just vent. My two cents on this is that when you make it public and not anonymous then it's not venting, it's a cry for help.. a known move to make the public change the opinion of the other party so it goe

688 Replies 7,360,626 Views

Without actually seeing the legal documents involved in all of this, nobody really knows what the actual situation is. Unfortunately, this is sounding too me like a situation where even when the actual lawyers see those documents, even they can't agree what the actual situation is. At least that is how this sounds too me. If that is the case, Stardock might want to take a page out of my fathers play book... if even the lawyers can't agree, contact the other party and do ever

688 Replies 7,360,626 Views

Even more than SVC, Ken Burnside could care less how complex his games are. Although "realistic space combat" isn't particularly fun by the standards of modern gamers, Ad Astra's "Attack Vector: Tactics" is the closest thing that there has ever been too it. Few people, however, are actually capable of understanding it. Ken Burnside truly is a genius.

7 Replies 335,224 Views