[quote who="Ewiv" reply="128" id="3716712"] Do you not get to loot the resources from the planet after successfully completing the landing mini game? I feel like this is not much different than lock picking and then looting the locked box. Other than the fact that you have to actually drive around and collect the loot. I guess the developers could pop up a text message when you land successfully telling you "good job". [e digicons]:P[/e] Sorry for being somewhat sarcastic,
NomOmNom
XP could be a good idea. What if your First Officer could level up, and landing on harsher planets gives more experience? That would definitely make the mini-game feel like it has some value. (Also give XP for killing enemies, getting bio units, and maybe for exploring signals.) Either way, there urgently needs to be a strong vocal and textual warning about planets with heavy winds before new players try to land on one. Also, the first time you return to Sol without any lander
I'm not referring to the few seconds of lander mini-game. I'm talking about the total act of "arrive at planet/moon, pick a landing zone, do the landing mini-game, drive around picking up resources, lift off, possibly go back down again if your lander got too full, then you're done and you leave." Primarily, the "driving around" part is what I feel is missing some potential meat that could make it more interesting.
[quote who="bleybourne" reply="2" id="3716617"]And yet I must have done planet landing hundreds of times by now, and I still enjoy it. It's a small burst of excitement and only lasts about 5 seconds, so I honestly fail to see what people's problems are with it. [/quote] I wish I felt the same way, bleybourne. I am pretty sure that only a small minority of players will find it "exciting" to land on most planets after the first 25-50 times. Look at all the people who complain about
I've spent some time brainstorming, with the goal of trying to make sure that planet landing still feels interesting to most players after the first couple hours of gameplay. Ideas: EDIT: Have your First Officer level up. Have the landing mini-game give XP (more for rougher weather landings), and killing enemies / collecting bio units also give XP. Implement timing-based shields, so you can use your lander's energy to block lightning, an incoming v
Brad, I really hope we can search the Captain's Log for text strings. I recently did copilot duties for a friend while he played through SCII, by taking copious notes, and the ability to search the notes for words like "Vulpeculae" was a big help. Also, one experience we had was finding planets that were too dangerous to properly harvest without upgrades, so we wrote them down so we could come back to them later. Some sort of in-game map pin system might serve the same purpose (and ma
A stray thought: between the planned leader races, the inclusion of classic SC races, and now this feature, will our little piece of the galaxy in SCO feel overpopulated? It's an alternate universe, so I'm not worried about it being "wrong," more just wondering if it will impact the game feel of flying though empty space to explore and finding out it's really not that empty, or if it might impact the "uniqueness" of First Contact if it happens 30 times throughout the game.
+1 for classic SC aliens, please! If I had to vote for one, the Supox were always a favorite, with or without cheese sauce. Meeting some friendly, altruistic Ilwrath would be pretty cool, too.
I'd definitely like to participate, please! Helping to test out and give feedback about the main adventure is why I joined up as a founder.