...to continue this, and maintain my reputation for long posts (haha), the core problem here is that the "satellite ships" are basically destroyers and the mothership is a captial ship. The game is about the destroyers, only your mothership and the boss ships are capital ships... everything else is a destroyer. That is what is causing this issue, if an encounter is balanced for the satellite ships then, by definition, the mothership will easily crush the opposition. The "rea
Kavik_Kang
Yes... This is going to be tricky, I had been hinting at that a long time ago. Doing it "realistically" is a bad idea because that will be too hard for too many people. I think the best solution, that allows ANY GAMER to easily complete the game and experience the story, is going to be to think of the mothership as the "Trump Card" ship. All the other ships are balanced to make for a challenging game with the classic SC2 rock, paper, scissors balance. The mothership
One issue with having a large disparity in ship size is that it runs counter to each other. It doesn't mean it can't be made to work, but it is an issue many don't think of until they see it happening. You say "This ship will be bigger and badder than all the others", so you make your huge massive battleship. But this game uses "dumb fire" weapons, in other words they are not targeted and rely entirely on the player's aim. So you can't build in accuracy into the weapon
I started thinking about this and realized there are some issues here I can help with, so Brad and Stardock can avoid wasting a lot of time figuring this out on their own. The main problems with doing it this way, and I do think this is the best way to deal with the problem that existed in SCII, are that there is a middle ground and that replacement “fighters” will cost the “carrier player” a lot more over the course of the game than “
[quote who="SabreRunner" reply="14" id="3680886"] So... long update, long comment. I am also interested in whether the limitation on improving ship vs. fleet will be time or resources or something else. Because maybe there should be an option to grind to get better stats. Something that won't be incredibly difficult but still take time is a good option to have for those of us who just aren't very good at video games despite how much we love
I went and took a look at this to see what it is. I haven't played it, just read a lot about it. This game is an example of a lesson that MicroProse learned over 20 years ago with a game called "Mantis"... realistic space flight SUCKS!!! Any time you try to be "real" with space flight or space combat you will wind up with boredom. And if you achieve the goal, combat will be an endless back and forth jousting match. Fly past each other shooting, you both do 180 dr
In both SC and Subspace the keyboard and gamepad were "equal but different" control methods. There are things you can do on a gamepad that you can't do with a keyboard, and there are things you can do with the keyboard that you can't do with a gamepad. I use a gamepad, and have a sort of "signature move" that I use a lot that I call the "Reverse Double Disengage" (Yes... I used to be into fencing and this is a play on a fencing term). You can't do it using a keyboard, but it
In space you would actually want most of your firepower facing aft. The Spathi actually have it right, haha!
The whole idea of "hyperspace" is that it is "contracted space". It's "smaller" than "normal space" so you can get around faster. I don't know what the discussion is other than what I just read here, but if hyperspace seems boring just make it smaller. Make getting from one planet to another a very short trip. Sometimes there is an encounter in between systems. If the issue is that it is a longer and boring trip just, essentially, increase the magnification of th
Actually the games of the PDU are all very simple compared to the games made by the modern game industry. Manifest Destiny, in fact, is quite possibly the smallest "grand strategy wargame" that there has ever been. Exactly the opposite is true. 1 + 1 = Chess. But we have already established that you are just an ignorant babbling nobody, so you opinion doesn't really count for much... does it? There doesn't seem to be any reason for me to be here anymore
I already know how it works. I have a literally a lifetime of experience with this specific subject. I have already tried it and fully understand the issue. It's like how certain you are that you will die without air. 3D Isometric space combat is not a thing, it is just an amateurish mistake. Star Trek online and Eve are both ruined by the same thing. There are ways of doing it other than top down, but the distorted angled "isometric" view simply does n
I already know how the angled view doesn't work. It makes it a completely different game. This is exactly the reason I have never played SC3. I never even tried SC3 because it showed that distorted view angle on the box, letting you know "you don't want this, it doesn't actually work". I actually won't ever even try SCO if it can't be put into top down, it's not a game worth playing if the view (and the action itself) is distorted like that. &nb
It is very easy to make a space game too big to actually play. The fully interlinked Star Fleet Universe is a good example. I haven't played it, but No Man's Sky sounds like a good example of this too from what I have heard of it. Making the planets too big in Star Control would begin to do this same thing, just like Cuorebrave is saying. Star Control wouldn't be much fun if it took 30 minutes to explore a planet. 15-30 seconds sounds really good too
They could also use the starbase generated wormholes to restrict access to the map. If they want to leave it mostly free, and yet still guide you through a little bit (and for the sake of the story), it can be said to take a while to establish these gates at the starbases after you have set up the first one. So you can restrict access/guide the player in a general sense with this, and yet still have it be a "sector by sector" process. This makes it easier to tell a better an
Infinite replayability is always one of the best qualities that any game can have, and the top down space shooter genre is a perfect medium in which to achieve that. There was very little to Subspace and yet there were literally thousands of people who practically lived in that game for nearly a decade. It's something that, once you are into it, you never permanently tire of it. You only might take a break now and then. Exactly like a first person shooter. Top down space combat shares man
That's really funny because I had also been thinking of how to work Marvin into this but it seemed like too obviously just ripping off Looney Toons by using both, instead of a WE Coyote tribute. It works with Pinky and the Brain because they aren't Looney Toons, they are from much later. What I call a "bank-shot reference" of combining two often unrelated references into a single thing.
...and maybe he could have a sidekick. And he would then be a blending of Pinky & the Brain and WE Coyote, and they have some kind of plot to rule the galaxy. Their "oops moment" of blowing up a planet could be part of their plot to take over the galaxy!
I've been working non-stop 8-18 hours a day on my own games every free moment of every day for about a year now, even though there is almost no chance that they will ever be made. I want to finish the story for just for myself even if nobody else ever winds up reading it. But to do that, the way I make games and write their stories, means that have bring all 12 games to what I call "full notes stage" design documents... at least. So this is going to take at least another
The point is more to focus on the movement for a while and get that feeling good first and then work from there, the weapons and devices distract you from seeing/feeling that. Later you might then further alter ships based on what they are armed with. For example weapons that take a long time to re-amarm make players want to fight at longer range or separate in between firing. So you might later wind up changing things based on what a ship is. Working out just
Brad mentioned on Skype that he wasn't happy with the ships right now. This was too long to put there so I thought I'd mention this here. This is probably because of the speed/maneuver and relative motion of the ships. People who fly RC planes sometimes tie streamers to the tails and "dogfight" by trying to cut each other's streamers. Imitate this. The weapons and devices are distracting and confusing from what is by far the most important aspect of
I was really into computers in the early days. I knew a lot about system configuration in DOS, to make games work back then. I had a PC in 1981. I stopped at cell phones. I never had any desire to use such a tiny screen, or to carry a computer around with me wherever I went. It's just like my grandfather, really. He was really into the "high tech" of his day in the 1950's-1960's. He always had the newest and nicest TV and stereo system,
Chat has been around for a long time. I'm not complaining, it's certainly better to have both a forum and chat than just a forum. I just don't understand why everyone thinks the chat is great and constantly complains about the forums. I guess I am used to very primitive forums so I don't see anything wrong with these forums where I guess this is "primitive" to the social media generation.
This is just as "live" as a chat room. But a forum is organized, categorized, and a permanent record of everything that's been said. I have just never got all the "social media" stuff, it all seems like a downgrade. Like when web forums replaced USENET. USENET was much better, it was a single forum for the entire world! The web broke USENET up into a million forums for each topic spread all over the place. It's like every time they make internet "
I'm kind of confused about people complaining about these nice, organized, easy to follow forums and then actually apparently preferring this single stream chat room. I'm confused. I clearly don't understand the social media generation at all. That Skype chat room is a single stream of chat... and this forum is somehow the one that is "bad" and "disorganized"... It's like I live in a different reality than the rest of you. This forum is clearly infini
I am pretty sure that Rea is going to turn out to be a Sith Lord, or at least some type of evil Jedi. I don't base this on the story or hints at all, just on her look, body language and facial expressions. It seems pretty obvious that she was cast to be an evil character based on all of that. She's great for it, too, I love her.