Why would the crew want to be distracted by some repeating annoying sound. Maybe a single futuristic "Bing" type sound with a change of lighting that last for 15 seconds or so.
Kavik_Kang
I don't know about the marketing stuff, but this is a really great re-make of the original Star Control II that is still a great game today. This is the version that is most inspiring the new Star Control: Origins. https://sourceforge.net/projects/urquanmastershd/ So you can play this to see what type of game it is. It is so revered because it is very unique, there aren't really other games lik
[quote who="IBNobody" reply="92" id="3654467"] Quoting Kavik_Kang, reply 90 I seem to be alone in liking the Amber look, must have been those Amber monitors I used to prefer before color came along. It feels good too me because of that. You can admit t
Wow, I think the exact opposite. I think this type of game will be HUGE on console...
I am assuming it would work exactly how it did in the original, actually. It is essentially the BPV system from SFB. There is a lot of SFB in Star Control and I would be very surprised if either Fred or Paul didn't play SFB back then. In fact, one of them had too, there is just too much SFB in it for that not to be true. So I have a lot of actual experience with how this system works, and it is very simple. Each of the ships has a point value. The two p
My name is Marc... X>ShadowHawk
I seem to be alone in liking the Amber look, must have been those Amber monitors I used to prefer before color came along. It feels good too me because of that.
Star Control has a Nemesis Balance, that is how it works. You can't just make wildly different and unique ships and then "straight balance" them. It can't happen. This group of ships needs to be balanced by the strategic layer. A "deck", as some of you are calling it, would just amount to a random guess at what order you should put the ships in, with no information to base it on at all. Just a totally random guess. It's kind of important that th
Yes, that is a big part of the balance, actually. I talked before about how the system used in SC, which is really a simple version of SFB's BPV system, has a self-balancing effect too it. The ships in SC are not balanced, they aren't meant to be. They are wildly unbalanced. What makes it work is that the ships are valued reasonably within the point system, and the player selects their lineup of ships... and which ship to use against whatever ship the enemy is
Dots would be fine, too. I just don't like a bar meter for it.
Just like you name alien ships based on words you know, you also design your computer/HUD interfaces on things you know. So the human head and shoulders to represent "number of crew" works for aliens, too. The interface is for the humans to use, not the aliens. So it really does make perfect sense. It just seems like you are losing something for no reason to change the little dots into a meter. Like other people were saying, the little dots gave you much more of
I like the "flowing pace of movement" it has in both the lander and solar system flight. That looks like it has a very good feel too it, which is the most important thing in really making it work well. The more of that "flowing motion" feel it has too it, the more addictively fun it seems to be. It makes interruptions in it somewhat of a psychologically jarring experience, as well, so you can use that with weapons and/or devices that are supposed to be particularly hard hitt
That's the great thing about moddability, I'm guessing all the original Star Control ships will be available in some form within a month or two of the game being released. It's the computer game industry's own form of "nefarious activities", haha:-)
Compared to what would have happened during that time without "Pax America", yes it is. Nothing at all. If the last 80 years had been like any other 80 years of history, that number would be in the millions. And, roughly half of that number you gave comes from Vietnam, "Kennedy's War", so be sure you put the blame for those deaths in the right place... John F Kennedy and Harry Truman, the two men who started the Vietnam War.
Blowing up a planet is good, you don't actually see it that often. Especially in games. All the really good big moments I know of other than that one, that I can think of right now anyway, are being used in my own story... don't need to give any of those away, haha. The other reason I like blowing up a planet in this situation is that it is happening during the first 15 minutes. When was the last time you saw a planet blow up during the first 15 minutes of a
Like I said... Blow up a planet. Works every time:-)
He managed to slip it past whatever censors they might have had back then for custom plate names, 1PDQMF is... One Pretty Damn Quick Mother ******. :-) My 67 Firebird was faster, but Rich's 71 Nova could pull its front tires off the ground and ride the back tires for like 20 yards... my Firebird wasn't anything like that! EDIT: The thought just hit me... today our high school kid cars, rich kids admittedly, but still, today we are talking about alm
I am surprised that they don't put out topics for discussion very often. They do this very differently than we did in the board game industry, and I've been involved with a lot of these types of things in the past with computer games (a long time ago, anyway). But they could get more out of a group like this by several different methods that we used on the SFB Staff. For example, every week they could pick one issue they'd like to get some "focus group feedback"
When I was in high school my best friend had a really cool 1967 Corvette with side pipes and a mural of a ship crashed on some rocks in a storm on the hood, with that same 3 mast ship etched into the back window glass. It had the very rare factory option of Rochester fuel injection, which was one of the first fuel injection systems and this Vette constantly had problems with it, haha. It was really cool. The license plate was "1PDQMF".
I thought this was Mack... https://www.youtube.com/watch?v=HwHZ-18Zgvg
It wouldn't be, IBNobody. The whole point of containing the faster ships is so that the players are always engaging each other. In an SFB tournament you generally lose a decision at the 3-hour point if you were running away most of the game. It's the biggest problem of this genre, faster ships that refuse to engage. That's one of the main reasons for containing a dual in a small area. I am just talking about how the player is viewing the world, and
For those of you who don't like a barrier edge, the alternatives are not very good. A disengagement edge makes logical sense, but you will think it is annoying when you lose just for staying out-of-bounds for too long. You REALLY don't want "realistic space" where it is endless and the map is infinitely large. That takes away A LOT from the ships that can be made to work. They all have to be somewhat similar speed, is the big thing, but it really limits the shi
ADB might be publishing the prototype I have made to show computer game companies as a board game, so I have been in contact with SVC and some of the SFB Staff again for the last few weeks now. They are doing something right now that they have been doing for decades now, that made me think of doing that same thing here. For decades now a favorite little thing among many in the community is what we call "Star Fleet Batttle Force" where we pick a point level and scenario, and then e
I noticed that they seem to be saying that if it is top down they won't have radar? So I guess I am actually in Camp #2... but want the radar from Camp #1 in my top down camp 2 combat. Forget the screen zooming of SC. Only have one level of zoom, short range and medium range. Radar is long range, but actually all ranges. This is the Subspace/Pirate Dawn way:-) Think of it as Zoom#1= Short Range Visual/Short Range, Zoom #2 = Long range Visual/Medium Ra
Yes, that tractor beam effect from the Chmmrr would be the best way to show the gravity that I can think of. That grid just destroys the look of the game. I am an Avalon Hill/TFG hex map gamer and I don't want to see a grid like that in a computer game, at least not one that is always on and needed in a fight. I am taking a few days off from writing after finishing an "alternate universe" variant of the prototype new first game of the PDU I have been making for a month