[quote quoting="post"]The ship you command is state-of-the-art (by human standards) and is the third ship designed around the gravity channeling technology that is wedded to the emDrive technology that allows ships to travel across the solar system in days rather than months.[/quote] emDrive?! This emDrive ? I stumbled across this several years ago and have had conversations with one of my coworkers
Matt Caspermeyer
You may be right - I think it might more be a function of the fact that we have to continuously thrust in SC:O as opposed to SC2. So I find the continuously thrusting part (keeping the UP key depressed for long periods of time) adds to the tediousness of exploring solar systems and I guess I'm getting tired of holding the UP key down as I'm navigating Sol. And I'm only exploring one solar system at this point. I can see that after about a dozen of these, I'm going to be looking for an
We're about a month from the release of the game. I've gone through another playthrough with this latest version of the beta. Here are some comments: There are still some gravity and temperature errors on some of the moons ( see this post ). I don't want to have to yap with the captain every time I want to go to the starbase to offload resources and outfit my starship (and I'm tired of her telling me
Something has struck me as being odd about the resource collection that I only alluded to briefly in the Beta 1 thread. I mentioned that it was strange that we couldn't get any uranium from Earth, for example. What I find really strange as the beta experience has sat with me for about 10 days now and the setting of the game has begun to sink in is that the things asked to be done at the beginning of SC:O are very similar to SC2, but there is really no reason why this should be
Thanks for the comments / responses! One quick thing: [quote] Star Control: BETA 1 Response Thread June 2, 2018 11:08:00 PM from Star Control Forums Greetings! Realism I should be able to communicate to the Starbase and talk to the Commander without returning to it. We have the technology right now to do that with our current probes. </b
Planetary Data Bugs: I've been going through the planetary data to check to see if it is accurate and here's what I've found so far (I compared against values in Wikipedia, but if you have a better source use that): Callisto: Gravity is listed as 10.07 m/s², but should be 1.235 m/s² Temperature is listed as 23°C, but should be 134K or -139°C Ganymede: Gravity is listed as 1.13 m/s
Computer System: Acer Predator Helios 300 Laptop Okay, I finished my third playthrough on this laptop (specs are in previous posts) all the way through. Bugs: If you are exploring a planet that you have landed on and your lander dies, if you hit the ESCAPE key immediately, you will fly back to your ship with your lander intact! The crew will be dead, but your lander will not be destroyed! You also get the cargo as well. I'm not certain if you ca
I vote for no aliens from all previous Star Control games. Let me see if I can elaborate why. Star Control II is my favorite game of all time and I was very hopeful that Star Control 3 was going to be able to live up to the level of game that Star Control II set. Unfortunately, this did not happen for myriad reasons, but the fact that the two games were linked is what resulted in my disappointment of 3. Now with Star Control: Origins, there is an opportunity for a comp
It's all we need! ;-) Matt
[quote who="Inferno83" reply="116" id="3716644"] And what would people prefer? The game blocking you from landing until you get upgrades which means you'll have a safe landing? There was a debate on this several months back. It didn't change then, won't change now.[/quote] There are a lot more people playing the game now and so stating comments like this would seem to have the deleterious effect of dissuading people from providing honest comments. The game has not been re
Computer System: Self-built - will be nine years this October! Motherboard: Gigabyte Technology Co., Ltd. EP45-UD3P Operating System: Windows 10 Pro 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804) CPU: Intel(R) Core(TM)2 Quad CPU Q9550 @ 2.83GHz (4 CPUs), ~2.8GHz RAM: 8GB Video: NVIDIA GeForce GTX 660 Game Resolution: 1920 x 1200 (32 bit) (59Hz) on Primary, note I have two other monitors @1920 x 1200
Hey, by the way, here is a neat picture showing the sizes of various objects in the solar system - would be cool to add these all since they are reasonably large. Note that everything from Triton on up is now implemented in the game - hooray! Titania and Dione would be neat to add since they should be easy. The Eris and Pluto systems would be nice to have, especially since Pluto
That's awesome! :-) I had pointed out in the beta thread that Callisto was missing, but, @ShYariv, you were a bigger fan than me by starting a separate thread and so nice to see it get added! Matt P.S. Now if we can just get the asteroid belt with Ceres, the Kuiper belt, and the Jupiter and Neptune trojans then life will be grand! They can just be eye candy except Ceres - I want to check out those strange caves! ;-)
[quote who="pchernik" reply="69" id="3716268"] Quoting Matt Caspermeyer, reply 67 There needs to be a keystroke or button to click in the planet orbit screen to center the object's landing zone so that you can easily launch your ship. I found that once I rotate it and look around, that it would be nice to return it automat
Computer System: Acer Predator Helios 300 Laptop Operating System: Windows 10 Home 64-bit (10.0 Build 17134) CPU: Intel Core i7-7700HQ @2.80GHz RAM: 16GB Video: Nvidia GeForce GTX 1060 6GB Game Resolution: 3840 x 2160 (32bit @60Hz) I played the game for a second time (to getting Wymdoo back to the station) and have now discovered some bugs. Here is the bug list: When you are on Triton and you pick up any resources b
Computer System: Acer Predator Helios 300 Laptop Operating System: Windows 10 Home 64-bit (10.0 Build 17134) CPU: Intel Core i7-7700HQ @2.80GHz RAM: 16GB Video: Nvidia GeForce GTX 1060 6GB Game Resolution: 3840 x 2160 (32bit @60Hz) This is a continuation of my first post on this. I had stopped previously after I brought Wymdoo back to the Earth Starbase. After Bringing Wymdoo to the Earth Starbase: Your next missio
[quote who="PantherX82" reply="25" id="3715988"] I can't seem to get the code to work so I can download it. I tried copying it and pasting it. Also typing it different ways to make sure it isn't a issue with how it is written. Can you clarify the password so I can get my VIP access? I am looking forward to testing this. [/quote] Are you sure you are on the right one? I have Two Star Control Origins entries in my Steam Games Library. The first one is for the "real" game and t
Computer System: Acer Predator Helios 300 Laptop Operating System: Windows 10 Home 64-bit (10.0 Build 17134) CPU: Intel Core i7-7700HQ @2.80GHz RAM: 16GB Video: Nvidia GeForce GTX 1060 6GB Game Resolution: 3840 x 2160 (32bit @60Hz) I have not completed the first chapter, yet, but wanted to give my first impressions of the game so far. I am at the point where I have brought Wymdoo back to the starbase. I'll continue to play it
I'd love to participate since Star Control II is my favorite game of all time! Matt
I'd love to participate! As an aside, I thought the IGN preview really looked promising! :-) Matt
[quote who="Inferno83" reply="17" id="3713136"] Matt - check through the founder vault entries, one of the older ones has some content on the attacks. Some uses for the attacks mentioned: Gravity Wave - use it to push back projectiles, boarding parties, or Tywom drones. Or my favourite - push your opponent in to the asteroid belt and watch them struggle to escape. The Measured - I don't play this one very often, not on my
[quote who="bleybourne" reply="14" id="3713106"] Quoting Matt Caspermeyer, reply 12 I think a lot more thought needs to go into the weapon systems / special abilities to make them more intuitive so that new players aren't turned off by the steep learning curve of certain ships. Some of this wi
[quote who="bleybourne" reply="13" id="3713105"] The issue (I believe) was that in initial playtesting, testers found the wrapping space confusing and it didn't really make sense to them. I don't know if they just had poor testers, but it seems more likely that the gaming paradigm has changed in 25 years and something that worked well back then doesn't necessarily gel for today's gamers. Us old timers will miss the wrapping space, but we're in the minority - it's seems to be a fact that
Thanks for the comment! As I mentioned above, it affects all fast, slow turning ships and so I took the liberty to ratio ships from Star Control I & 2 speed / turning radius and here's what we get: Mnrmmhrm Y-Form: 50 / 0.07 = 714.3 (by far the worst) Mycon Podship: 27 / 0.14 = 192.9 Chenjesu Broodhome: 27 / 0.142 = 190.1 Melnorme Trader: 36 / 0.2 = 180 Kohr-Ah Marauder: 30 / 0.2 = 150 Ur-Quan Dreadnought: 30 / 0.2 = 150 Vux
I really don't care for the Fleet Battles all that much right now. The design decision to make the map bounded is too constraining. I realize that this is probably set in stone at this point, but I just cannot get around this issue. Flying to the edge with the asteroid field nullifies the possibility of having a fast ship with a slow turning radius. The map seems too small to take advantage of any speed because you run to the edge so quickly. Everything is too confined making a f