Kavik_Kang

Kavik_Kang

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

I realized that a much better example than F&E's concept of "combat density" of a fleet battle line, that few if any of you are familiar with, are ARPGs. In an ARPG, like Diablo, you have a limited capacity to carry things back to town to sell or store in your chest. So you ignore all the "white and blue stuff" (unless it is useful too you for crafting or some other reason) and are generally only interested in the "yellow and gold stuff". A thousand things drop in betwee

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A limited cargo hold on the mothership would telegraph to players that they are not supposed to be worrying about getting every last mineral from every planet. If the mothership can't hold anywhere near what you can collect in-between visits to locations where they can be off-loaded/sold, then the players will quickly realize that the "most efficient" way of collecting minerals is to focus on "cargo hold density" rather than "get everything". By "cargo hold density" I mean making

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I have a similar impression, Awkbird. Of course, I don't actually know what is going on, but P&F are displaying all of the trademark aspects of attempting to force the resolution they are seeking through the weight of public opinion. The tactics of Vladimir Lenin that so many today live by as if that is a good thing and an acceptable way of getting things done. They take things public, attempt to discredit Brad Wardell as a mustache twirling villain "thief", hire a "PR

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Yes... Thank you for Starflight, Gregg. I never actually played Starflight. But I was a big fan of Dr. Trevor Sorensen and "my version" of Starflight was his Star Fleet II: Krellen Commander, which of course never would have existed without Starflight to inspire it. So thank you for inspiring Dr. Sorensen to create one of my favorite games of all time!

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Water, pools of toxic liquids, thick forests, mountains, canyons, etc can all be used to reduce the explorable areas of planets. One thing I didn't like about the lander video was "Luke's Speeder" going up and over the tops of mountains. It "seems wrong" AND it would be a lot cooler if the mountains were like "half-pipe" ramps that skateboarders use.

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Oh, cool. The lander game looks like a big improvement over the original SC. Now you just need to add your Easter Egg signature with that Ice Pirates world were you have to fight the Frogboy driving a Road Warrior car!

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50 planet classes is awesome, I think Star Trek only has 20 or so. I like the look and feel of Luke's speeder in the lander game;-) If you are wanting to speed up the overall process of running around the planet you could give the lander speed boost (but “you can't hold the button down”) with a cool down. If it is an issue, being able to “zip” to the next goal will reduce the player feeling that is it becoming monotonous, and that it is taking too long

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This is not new or a unique situation to Star Control. As a "creator" myself I certainly think of my own story/universe as being "mine". But, in the end, the only way it would be "mine" in the end is if I managed to find a way to fund my own company to actually produce it. If not, it wouldn't wind up being "mine" in the end. Kojima might have been the "creator" of Metal Gear, but my guess is that Konami owns it. Just like the network owns Battlestar

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Creator, Designer, Writer... they are all just titles. When you are being paid for your time to create something for the company you work for, that "work product" belongs to the company, not you. It is possible to have a special agreement stating otherwise, but the standard thing is that the "work product" you produce as an employee belongs to the company that paid you to create it for them. Situations like Gene Roddenberry owning Star Trek or George Lucas owning Star Wars a

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I thought this was really, really good. There are a lot of Star Trek fans here, and this will really give you a much better perspective on what might be the most famous fight between space ships of all time. https://www.youtube.com/watch?v=2yLkr8nK0Qg Witness the power of situational awareness provided by a top down view;-)

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From what I have seen of all this, it seems like Stardock went into it with exactly the vision you are describing. Stardock even mentioned that they would be open to allowing Paul & Fred to use their new Nitrous engine. That's actually a really big deal, since one of the main reasons for Stardock to make their own engine is so that their games can have unique qualities that games made in other engines don't have. It seems too me that what you are describing is how Stardo

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I think an issue that is confusing a lot of people is how "ownership" of a story/game/book/movie generally works. People tend to think in terms of examples like Gene Roddenberry and George Lucas. They owned their "universe" because they did it the hard way. They found a way to fund their thing and owned the company that produced it. So Gene and George wound up owning their work product. Brad is an example of this same situation in the world of gaming. He bu

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Exactly, Ashog, as long as there is some type of meaning behind it then it works, even if most wont understand the meaning. If a player brings up the "stupid names", they feel as though they have been corrected when someone else points out too them that, example, an "R40 Lerxt Cannon" is a reference to Rush and Alex Lifeson, or that "NTE" in Galaxy Quest stands for "Not The Enterprise". As long as it has meaning then it works. It's when you just have random letters with no m

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I learned long ago that, unless you are on the inside of a situation, you almost certainly gravely misunderstand the true nature of it. And the more that you assume that you do understand about it, the further from the truth you will bring yourself.

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Much like ship names, designations are "gibberish" without context. It is something of an artform to work out militaristic designations that don't read as gibberish and that would take too much to even begin to get into here. Ship names are a much better example. If you try to give specific names to all of the ships of a human fleet the two most likely results will be either a re-listing of the names of US Navy ships or a bunch of random names that don't have any meaning t

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I had no idea the original Gal Civ was that old. I played Gal Civ II. It was the first game that I waited until about two years after it was released so I could play it "after it was finished" with all of it's patches and expansions. Gal Giv II was my the "main game" I played for about two years after that. Ever since then, I wait on strategy games and don't bother playing them until they are 2-3 years old and are "finished". There came a time when I began to thi

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[quote who="general Patton" reply="104" id="3705096"] I always thought Gal Civ came from Micropose Civilization. Just in space and with double production and custom units. [/quote] I always thought of Gal Civ more as the true Master of Orion III.

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A planet that is a tribute to the movie Ice Pirates! ;-) EDIT: I just realized that you are "Frogboy"... You could have that road warrior looking car driven by that "frog lady" as an enemy that you encounter in the lander on a world said to be a "secret base" for "Ice Pirates". Hahahaha!!!

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From something that recently came up as a joke in the SFB forum... Tardis Hangar Bay. It's a lot bigger on the inside than it looks like it is from the outside;-)

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"Death Blossom". Pkunk could do something reminiscent of "The Last Star Fighter" thing. It would cool if there was a ship that could do the same thing in a different way. With a different but also applicable name if it is necessary for IP reasons like it probably is in this case.

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I don't have a specific context in mind for this, just a vague idea of a smaller weapon called "Squirt Gun" and a larger version of it called "Super Soaker". [e digicons]:star:[/e]

18 Replies 91,900 Views

Compared to an FPS game, for example, it is very difficult to find ways of making space not be just an empty place where all you can ever to is fight in "clear" map games. An FPS has walls, buildings you can go into, tunnels, things to hide behind, etc. It is easy to make something interesting out of it by comparison. So anything like this that is a type of "terrain" that can be used to make space more interesting is potentially a good idea. I use the term "terrain"

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What makes a lot of sense too me from what you just described is that Eternal & Infinite is a modern day re-imagining of Star Control 1. It would make a lot of sense to make a game like that. First a game like SC2 with SCO, then a game like SC1 with E&I. It probably isn't multi-ship combat, it is probably still 1v1. And, I would imagine, a minimalist strategy wargame to generate battles "with a future". By "with a future" I mean not just a "pick up batt

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