There are many... Bugs in SC3. Minus the puppets for the more human-like races (Humans and Syreen ESPECIALLY), the puppets weren't bad. It had a ton of potential. I hope when/if the source code eventually gets released that much of it can be... Tweaked.
SWVRoma
Yes to all the above about Andromeda. And it's a rich enough universe that we could do pre-collapse and post-collapse where you're restoring the Commonwealth.
Andromeda could be a fun, barely touched universe to get too.
[quote who="ShadeDark" reply="23" id="3707592"] So let's say... in the Origins Universe, the Ur-Quan evolved differently, maybe without being controlled by the Dnyarri. But that's leads me to think of a retcon, maybe the races like the Tywom and Scryve, DID exist in the original SC:1,2,3 Universes, but each were, destroyed by the Ur-Quan Kohr-Ah/Dnyarri rule, OR they existed in a different far-away sector~ Because if the old races evolved differently in Origins, the same
Have you protested the ships flying with the Flagship since the early 90s?
[quote who="Kavik_Kang" reply="11" id="3707555"] In SCO's case the humans are just far too primitive to have built a mothership capable of carrying half-a-dozen smaller ships inside of it. [/quote] I don't believe the flagships, in UQM or SCO, carried the ships inside them (excluding Landers). I think they travel close enough to it to be carried in its engine's effect. Basically, in its gravitational shadow. Or in SC3's case, warp bubble.
We as in we the players won't immediately or you haven't fleshed them out that much yet? >.>
Ah, but the Taalo were merely a word on a screen, not included aliens. ;P
There was no Sentient Millieu, but what about the Melnrome or the Taalo? The latter, at least, were situated in our rough area of the galaxy. Without the Ur-Quan to wipe them out, will we possibly stumble across them? Or find their ruins?
He said the number ON planets, not the number OF planets. They're thinking of lowering the amount of resource nodes on planets.
How do you intend to display ocean and earth-like worlds in game? Really interested in those and the gem worlds (ruby, sapphire, etc)
Loving the concept of this. Hope to see it added (along with a toggle). Encourages even strategic defeats in battle.
[quote who="whitepaint" reply="11" id="3703933"] I think it would be neat to start with the original SC and show the Chenjesu event, the war, fast forward to SC2, show something of that. Have a narration telling us about those times, then cut into a super rewind, but this is how it started...well at least in dimension XYZ. Something about trying to achieve the same stability. The game can end with the comment that they are on their way to taking on the future threats of the u
Idle question, but with the Sol system in general, will you be putting any sights to see based around our early exploration? Landing site on the Moon or Mars, crashed probes, etc?
[quote who="Inferno83" reply="8" id="3702103"] #MakeOrbitPathsGreatAgain. Seriously though, the coloured rings were extremely useful for knowing which planets were good candidates for life (as we know it). [/quote] This, please.
...we could actually make use of the Daktaklakpak, dince thry are technically purely Stardock and it would make sense they are part of the Precursor starbases somehow. Automated staff, etc. I also like dealing with Earth. It makes sense they'd want as much information we can give them to give us an edge. We don't know what the future holds after all. Or if our allies will remain allies. We need to catch up. It would be nice
[quote who="Frogboy" reply="43" id="3692813"] When we acquired the franchise, I had two goals: reboot Star Control and get Paul and fred to return to continue their story. Both cases involved a lot of begging and pleading on my part. [e digicons];)[/e] [/quote] Only because you wanna play Ghosts just as much as the rest of us ancient SC2 fans. :P
Arliou (and possibly Orz) are the species that should be a staple that should be a common factor in all the "official" universe projects. Even if it's just rumors of them and they're not seen on screen.
I am hoping that Stardock can "port"/remake Star Control 2 into the SCO engine. While UQM HD is neat, it's still not quite the same thing as a modernized SC2. I'm sure players will eventually, regardless, but... I always prefer "official" DLC over mods.
[quote who="DarkGildon" reply="23" id="3688229"] You might not care about any of this "new cool stuff" and be disappointed that E&I isn't about expanding the core gameplay of SC:O - which is meant to expand on the gameplay of SC2 itself. So this is why some of us are disappointed - we don't necessarily care for the rest of Stardock's arsenal (I personally haven't played any of their games, although I'm sure some of them are great), and we are uncomfortable with the "approp
" and label Facebook a phishing site" Well, that's accurate at least.
[quote who="hedetet" reply="22" id="3638350"] Who would have thought that the antichrist turned out to be a computer? [/quote] The mark of the Beast is 00110110 00110110 00110110?
[quote who="Illauna" reply="2" id="3547877"] I'm guessing because SC2 had a flat version of the Galaxy map. Which is why ALpha Centauri was so far away when it's actually our closest star. I'm hoping for a 3d map...just not a 3d spinning map ala SC3 [/quote] Different propulsion methods. The sub-par game known as Star Control 3 used "warp bubble" technology. Basically it was Star Trek. Star Control 2 used hyperspace. The system names
In all honesty, it depends how your fleet is composed. Will it be comprised of factory produced ships you really feel no attachment for (like in SC2 and SC1)? If so, the upgrades should be minimal (wouldn't oppose some, however). And it should cover all new versions of that ship made. Or will they be story driven/character based? If so, I would gladly see major updates/modifications to your companion ships.