Kavik_Kang

Kavik_Kang

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

[quote who="erez87" reply="2608" id="3605320"] Nothing happened to global warming, it is still going on... [/quote] In America the news networks issued an edict that nobody who disagrees with global warming will be allowed on TV. Amazing, isn't it. It's like something out of a sci-fi horror movie, haha. ...and they insist they are not propagandists with a straight face, amazing.

2,913 Replies 9,267,056 Views

[quote who="IBNobody" reply="11" id="3605347"] Quoting Kavik_Kang, reply 10 You are admitting that a limited quantity of ship types would be used predominantly in a particular mode. That isn't balance. That is imbalance. That imbalance stems from the fact that you've changed th

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[quote who="IBNobody" reply="9" id="3605299"] Quoting Kavik_Kang, reply 8 A multiplayer that can retain an audience is central to the core success of the game, especially if they are trying to create a franchise out of this. This is false. The game is going to mostly be bought by people wantin

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[quote who="IBNobody" reply="3" id="3605231"] Quoting Kavik_Kang, reply 2 I'd like to table that discussion and elements relating to your other proposed modes because they are not central to the core game or SuperMelee. Plus, they introduce new game imbalances. It's not a very fun game if t

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[quote who="Vaelzad" reply="13" id="3604962"] I will confirm that we aren't doing a kill everyone in the universe ending. [/quote] I always thought that's how the original Star Trek should have ended, they should have been destroyed with all hands lost while doing some great thing to save the galaxy. Oh well.

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You are actually describing how the original game was balanced... it wasn't. The structure of supermelee creates an illusion of balance which is not actually there. SuperMelee is balanced, the ships are not. The most extreme example would probably be the Shofuxi v Cmrrr. Obviously, this is not a fair fight. On the other hand... you opponent just pulled out his best ship against your worst ship and when you die you will get to pick a ship that you know is good

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Yes, I have been replaying SC2 for the first time since it first came out to refresh my memory of the game. One of the first things I noticed is that I have to take notes of coordinates of homeworlds and that there is no record of where I have been. There should definitely be some kind of indication of if you have been to a planet before.

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Oh, that isn't really an issue at all. If the ships work in 1v1 dueling, they will work in these scenarios. It just works. Part of the reason why is that many ships will not be useful in these zones as it is. For example, big slow ships aren't good at hockey, nobody will use them there. In hockey there will probably only be 2 or 3 ships that get used in serious games, and those ships are used because they are good at hockey. Same for base defense an

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It's just my opinion, of course, but I have long believed that this genre has the potential to be very popular online if it were done well. The best it's ever been done is Subspace, and Subspace is very primitive. It wasn't even meant to ever be released, it was actually an experiment in networking games in the early days on online games. Testing that theory would mean doing the scenarios that have proven to be the most fun and popular within the genre. It

19 Replies 38,858 Views

I think another part if that problem was the screen wrap and constantly changing zoom level. With today's higher resolution the zoom level won't need to change as often, if at all, and so you won't hit things you didn't see until the screen zoomed out a step.

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Actually, the long term success of the game depends more on the multiplayer than the single player, although the single player game does need to be good to attract players to the multiplayer to begin with with this particular game. Since it is something of a lost genre the single player game will have to draw attention to the game for the multiplayer to take off, but any long term staying power the game has will come from the multiplayer side. It would be a good thing to retain a

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Dill-Rat, I have the impression that your issue here has already been addressed in one way. They described the SuperMelee map as being round in shape and having a border. If you cross the border and stay out of the map for too long your ship will disengage. If maps work like this in the full game, you could just immediately disengage from any fight you didn't want to do by just flying off the map edge.

59 Replies 88,331 Views

I would definitely rather have the replayability that a "full featured" multiplayer would provide than an extra expansion to the single player game. Most players will play the single player game for a week, then never touch the game again... unless there is a good multiplayer side to keep them playing. Star Control lends itself perfectly to these modes, these are the established favorites of this genre. The Arilou problem you mentioned isn't really a problem. Tha

19 Replies 38,858 Views

It doesn't necessarily have to be like that. For example, you could earn a "Uber Powerul Single Use Power-Up" whenever you kill an enemy. So even in 1v1 SuperMelee, if I kill you I still get it against your next ship. The next ship you pick is probably my nemesis and hard for my ship to kill... but now I have one use of some better-than-normal weapon/device. Earning it for a kill would actually work pretty well for SC. But again, I am not advocating for this.

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Yes, doing a cloak isn't easy. For example you don't want the non-cloaking player sitting alone on the map waiting for the "god cloak" player to show himself. The version of the cloak I am talking about was specifically designed for this type of fast paced action game. It only last a couple seconds, enough to make a single turn that is not seen by the enemy or close a short gap on an attack run. It would take a good chuck of your energy when you used it.&

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I have no idea what ship designs are in the game, but am fairly confident they have the initial designs for them already. There would be many ways of making a cloaking device work in Star Control as a permanent secondary system. I personally think the best and most fun way would be a cloak that only lasted for 2-4 seconds or so. The ship would have a fairly powerful but short ranged weapon. The cloak would then have two uses, offensive and defensive. Against fast

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Yes, I said it the wrong way when I said they could not be balanced at all. But some systems are inherently powerful within this type of combat. Star Control's ships are very simple with only 1-3 systems each. So certain weapons and devices will be inherently too powerful to have them on a ship with their full capabilities that actually make them fun. Those systems would be good candidates to be temporary power ups if the game is going to have temporary power ups,

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"Repel" is too powerful of an ability to have with such simple ships if nobody else has it. But would be OK as a one-time use thing. A tractor beam that pulses damage is an easier to understand example though. A tractor beam that pulses damage is a god-like weapon within this combat environment. Speed is everything, and a tractor beam brings you to a stop and locks you in place. If there is any type of terrain feature that inst-kills you if you run into it like a

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I've mentioned how I think there are a few basic scenarios that SC should have in multiplayer. Base Defense and Capture the Flag are obvious and don't really need an explanation. Space Hockey is different, because it is so perfect for Star Control and because it's never actually been done well. It is my personal favorite scenario of the genre, and one of the most popular scenarios of the genre. SFB's original Space Hockey scenario was primative and si

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You guys may be thinking in terms of more modern games with all the thoughts of lots of upgrades and technologies. This is a very simple arcade game. There is another thread here, or maybe it is this one, where many of us expressed a desire to not see small incremental improvements in the ships. A 10% increase to weapon damage, for example, is not really appropriate to this type of game. Upgrades should be visually and tactically noticeable (i.e. make the weapon/device

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I decided that I will rename this before publication. The title was appropriate for Star Fleet Command, but for Star Control I'm going to wait to see the game and story/lore. Then I'll pick something from there that fits, like maybe there is an instructor in a tutorial named Fufflwump. I'll use something from the lore, take my name off it, and use something that makes sense and wind up calling it something like "Fufflwump's Learnings to *Dancing*". I&#3

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Ships in Star Control are fun arcade space ships. They are not serious warships in space with 4 primary weapons, 8 secondaries, mines, missiles, tractor beams and transporters. A ship in Star Control has 1 or 2 weapons/devices and those systems generally launch a single projectile or missile. They are very simple, and defined mostly by the weapon/device they have. They mentioned that so far all ships have 2 systems, and that sounds promising. That's how ships

8 Replies 1,748 Views