I don't have a problem with it, and maybe you are closer too my age and grew up with games where ships were bigger than planets. Modern gamers are going to be less accepting of the planet being smaller than the ships. Either way works, I just think a tiny black hole is more acceptable to those who grew up playing more modern games where the focus is more on story/immersion and less on reality. In their games story/immersion trumps "reality of function", in our generation's g
Kavik_Kang
For map variety in the adventure game you could have half-a-dozen or so different maps that combat can take place on. Open Space – Empty dueling map. This will be the most popular map for “serious dueling” in Fleet Battles. Hyperspace – All ships are 10-15% faster than in normal space. They might also be a 20-25% bonus Quasispace map, or you could say ships move too fast
I don't think planets are going to work as the “slingshot effect” thing that you put at the center of the map. The way the planet is working now makes me see that for it to work as a slingshot the planet is going to be a size that modern gamers think is silly. Most of the ships would be bigger than the planet. I think the best thing to do is to start thinking of a planet as an obstacle with light gravity that can be at the map center, interfering with s
Multiple speed settings in multiplayer will split the audience into groups based on speed setting, which is a really bad thing in terms of retaining an online audience. Star Fleet Command had this problem. The kids wanted to play it at speed 8, the older trekkies wanted to play it at speed 5, and the SFB players wanted to play at speed 3.
Those are a lot of really great ideas. I'd add that there should also be a lineup of silhouettes of ships showing the both your own and the enemy ship lineups. Maybe they are miniature of what is in the thumbnails, changing to black silhouettes as you use them. There is plenty of unused room for this in the purple side bar where the ship displays are. Ship point cost really needs to be on the thumbnails on the ship selection screen, too.
If you are going to have limited use rocket boosters, which is a good thing, then no ship should have more than three uses of it. Probably only one or two ships should get 3 uses, most would have 0-2. Rocket boosters are a lot of fun and can be used in a lot of ways. They also give the slower ships a limited ability to catch faster ships at just the right moment. Their are two primary things that they are used for. Defensively, and what they get used for most often
With my slow internet it would take a long time to download all of the founder's updates I missed. Was there one that gave a general overview of each of the species associated with the ships?
You mentioned replenishing crew. This would have to be done in a very limited way. The entire point/ship lineup system depends somewhat on there not being any significant ability to repair damage. Regenerating shields are definitely something that you want to avoid completely. There are a lot of reasons for this relating to the point/ship lineup (BPV) system, but there is also a very important tactical reason that all of the Star Control fans have already experienced w
Variable speed probably isn't going to solve his issue, and probably won't work very well on several different levels. There are going to be people who just don't like the Fleet Battles portion of the game, it's just not their cup of tea. I would rip a page out of Gary Grigsby's playbook to resolve this. Way back when I was doing IKNFL we had a segment of the audience telling us that they never even called the plays themselves in
I found the new update that you hadn't announced on the forums here. I only had time to play one round to see what you did too it, and it is starting to become fun. I really had to force myself to play the last "warp speed" version, but this is "on the verge of being fun". I'll play this a lot this weekend and take some more notes about where it is now. Just from the brief time I played it, the Scryve Scout still doesn't match the concept of it being a gamble.
If they slow down the action that weapon will become pretty powerful. It is a "close range strafing weapon" and you will be able to keep it on the target as you pass by for a longer period of time than you can right now.
Setting the sound effects for your weapons seems strange too me, but I guess the younger crowd is accustomed to being able to do things like that in games. The "I killed you music" is good, there should be some type of "taunt" like that when you die.
I think it just zooms in on your ship. When it does, I always think of the music that played when you defeated an oppenent in one of the very first computer games called "Karateka". There should at least be music, but some type of catchphrase for each species would be cooler. It's a shame one of them can't yell "Yabba Dabba Do!", that one made that guy pretty memorable;-)
You probably can't do this in 2017 for public relations reasons, but in Subspace you could have you own .wav file. Subspace players called it the "Kill Macro". You could send it to anyone in the game by selecting them, which was fast and easy to do. SCO is 1v1, so it could just be automatic on kill and you wouldn't even have to select a player to send it too. It's a shame that you probably can't do this in 2017, there were some great ones. There was a pla
What modern gamers call "Rock, Paper, Scissors" is actually just a by product of the class and points system that Star Control used. You can certainly look to be enhancing that effect, but any ship within the same class is generally going to naturally "Nemesis Balance" itself right into the group as long as its weapons and devices are reasonably balanced for that class (or what that ship is).
What it is, is what it is...
That is how I would do it, Brad;-) Pinthi lore thing makes have a cloud of them chasing me make perfect sense, I didn't know that. Some ways that I can see that the speed of the ships is too high across the board (or, said another way, that the momentum is too high)... ...the Scryve twists and turns like a heavy cruiser, when it is the “battleship” of the game. A “battleship” is “2 he
But the nuke is so effective and easy to aim that it is brain dead easy to eliminate half the enemy ship lineup with it. Is the Earth ship supposed to be even more powerful than the Scryve? It is a hard thing to break out of the thinking that all the ships should be balanced with each other, they shouldn't. The Measured, for example, should not be able to realistically defeat the Scryve. The way of thinking of "balance" within SVC's BPV system, which is what Star Contr
I am thinking of how it will work once it is actually working well, not how it works right now. When the Pinthi fighters are more effective, you'll want to not have too many of them on the map. It also just starts to seem silly once there are 6 or so of them out there. If they slow this down to where you can actually maneuver the Pinthi ship will become more effective than it is now without changing it at all. It's weapon, and the fighter weapons, have too short a rang
I had been using this link all along to come to this web site... https://forums.starcontrol.com/ ... beginning friday afternoon it began saying that the forums were down for maintenance. If you try this link, you'll see that it is still saying that. So any of your customers trying to use this link to access your site are being told that the forums are down for maintenance.
I had missed the comment about the Pinthi fighters. This issue isn't realism, 12 fighters in a squadron is perfectly normal. But in this 1v1 fight it starts to seem silly that you have 8 fighters chasing you around, and that the fighters have unlimited endurance away from their carrier.
Did they change it? When I fire the laser the ship locks in place. The issue is that if the speed balance were correct the Scryve will "own the center". It won't be able to catch any of the other ships. But it is supposed to be the "big mean scary bad guy" ship. This problem is not unique to Star Control. Most space ship games what the "big mean bad scary bad guy" ship, and fail miserably in creating that because "bigger" doesn't mean "better", it means slo
Today's version is better, but the planet is still too big if you are wanting to achieve the “sling shot effect” these games are known for. The gravity is both too weak and too strong at the same time. It is too weak to sling shot you up to a noticeably higher speed than you are already moving because you can't get close enough to the singularity, and the ships are moving so fast that they overcome much of the gravity instead of being flung around the p
I realized that I should also point this out... how fast and maneuverable were the Ur Quan, Mycon, and Khor Ah? The Mycon could barely move, remember?
Actually, you can't dodge the nuke right now because you are flinging across space a warp speed. You can't maneuver because you first must spend a very long time, tactically, thrusting in the opposite direction of travel just to slow down enough to maneuver. "Turning in" is not an option, which leaves only high speed attack runs as tactical options... and there are only two basic forms of that. Said another way, all of the ships fight like Klingons or Andromedans. None