You'd actually be at a big disadvantage trying to play with a mouse (or a joystick). Gamepad and keyboard are "equal but different" control methods for a game like this. In Subspace, for example, the two players widely considered to be the best 1-on-1 duelers in the world were "Indra" (keyboard) and "Mushroom" (gamepad).
Kavik_Kang
Correction... "Captain Fwiffo bravely runs away!" ;-)
That's exactly what you'd hear with me trying to use the keyboard against human players, haha. I am really bad with the keyboard. There are completely different "tricks" using keyboard and gamepad, and I am all about the "thumb roll" control of the gamepad.
The editor is very simple so it is easy to describe "Lorien". Heavy hull, max everything (thrusters, engines, etc.), single miniaturized component mounting what looks like a flying engine with guns. Black Hole & Speed Boost. As long as you think "stay away and never get hit" as your 1st, 2nd, and 3rd priorities and only try to shoot when you know it is safe, only Scryve's weapon is any threat too you. Against the AI, I can't really play online until I have a
I thought I'd further explain the “brilliant design” of the Mycon of SC2, so that everyone really understands it. In SFB the Orion Pirates can double their engine power for the turn, but destroy a box of the engine for doing so (because they did that in the one episode of TOS that they were in). This is infamously known as “The Cocaine rule” because “once you start, you can't stop, and it eventually kills you”. <p style="mar
It wasn't there at all before, now about 24 hours later it is there under "My Ships" but doesn't seem to be on the list of all ships. It's not a big deal. If you wind up seeing it eventually, you'll see that I didn't exactly spend a lot of time on it. Being as small as it can possibly be is part of its "meta" design, so it isn't much to look at;-)
See... I told you;-)
My ship doesn't seem to be showing up on Steam, but I am guessing that you guys have to approve them for them to appear. I can understand why you might want to "intercept" this one and not put it up on Steam. It's all function and no form;-)
I thought I'd add that this, of course, doesn't prevent players from attempting to create ships that are balanced with the stock ships. Their own "Brilliant Mycon-like designs", which Stardock might then hand pick for inclusion in the game. This appears too be what Stardock is already thinking. Most players will chase the meta and try to make the most powerful ships for themselves too use, other "rules lawyer/aspiring game designer" types might use the editor to submit more
Then here is my first one of the morning;-) Range – What appears to be the currently unused “Range” rating gave me an idea. “Range” could represent the “mission endurance” of each ship. This could be used to add a lot to the strategic level of SCO. You can send up to four ships out on “recon missions” to nearby star systems. You would see them leave your ship and head off thro
They don't go the same speed, but there are no slow ships and most of them move at about the same speed. There aren't any "big, slow ships" and the general range of speed is fairly high. This is, for example, why it seems so hard to make a ship seem "fast and agile". Even the Scryve is fairly fast and agile, so making Measured feel fast and agile like Airilou isn't really possible. Tywom doesn't feel "agile", and just has a really high turn rate, because its momentum i
The slingshot allows the slower ships to catch faster ships. Right now most of the ships go the same speed, if they wind up with a greater difference in speeds the maps with a slingshot at the center are an advantage for slower ships.
It will work fine that way. They will just wind up being two very different groups of ships, and most people that play online games get that.
"Randomly" was probably the wrong word, as I mentioned, I was referring too the fact that they were more tied to the lore than they were the combat environment. I used the Mycon as an example because it is such a brilliant design. Notice I say a "brilliant design"... it wasn't a particularly fun ship to play, but it was that back-and-forth breaking of the rules that made it so unique and work so well for a ship that could barely move. I actually already began to outline wh
A big issue you have at this point is that you decided on weapons and secondary abilities without really considering how they relate tactically to ship design. If this were any game other than Star Control, this wouldn't be such a big issue. But the “uniqueness” of the ship combat that fans of SC perceive comes from the fact that at least one person involved with making the original Star Control games understood the tactics and ship design of this parti
I couldn't resist claiming “The First Meta”;-) I uploaded a ship called “The First One”, not sure if it is actually there but it seemed to work. I was trying to create a tiny little fighter, that is a heavy class ship, with the both the most powerful weapon and secondary ability in the game on it. I couldn't figure out how to make the engines, weapons, etc small and changing ship size didn't make enough si
I looked at the editor for the first time. I'm working on an insanely powerful ship to upload to the Steam Workshop that will demonstrate some of the most obvious issues with the current editor. In the end, you are going to have to accept that there will be two groups of ships. The “stock” ships, and the ships people make in the editor. They don't really mix. “Interesting ships” are lacking in some areas and powerful in others, intentionally
Someone mentioned that my Steelseries gamepad "hates Steam". It works in Mortal Kombat, which I have through Steam. I'm sure Stardock knows where to look to see how many of these gamepads are out there. I would imagine if a million of them were sold you will make it work, but if it is kind of rare you might not waste the time/money on doing that. Should I be looking for a different gamepad, or were enough of these sold that you will be making them work with SCO?
I thought of a way that MIGHT produce a slingshot effect around a large planet. As I keep saying, the momentum/Delta V of the ships has to be within the right range for gravity to “grab” them without being so strong that it is acting as a magnet. Right now you probably have the gravity emanating from the center of the planet. What might work is if the strongest gravity is actually a “band” around the planet about ½ inch away from it.
Since you want even more map variety here are a few more ideas for that. Another map type... Radiation Field – Slows energy recharge rate. And some “Global Map Options”... Map Size – Select map size. Disable Gravity &ndash
I still haven't tried using the editor yet, but will eventually get into doing that.
If all the planets have gravity that is the same thing as the "Gas Giant" above. If you can "ride the roller coaster" of the planets you can use that for your slower ship to nullify a faster ship's speed advantage. The disadvantage of this kind of map is that it is a "newb killer" arena where a difference in player skill is more pronounced. The better you are, the more advantage you have over your opponent.
That's partly because the ships are still moving too fast and overcoming gravity too much, and partly because the gravity is still "off" in some way that I haven't figured out yet. Right now even if the planet were smaller and the ships were moving a little slower on average I still don't think it would feel/work right. Generally, the faster ships will have this effect of not being affected by gravity as much as slower ships. That is unavoidable. This is also why the
The more the better!
Gravity is the greatest mystery of the universe that we know of;-)