Darkstar076

Darkstar076

Joined Member # 3822260
2 Posts 46 Replies 291 Reputation

I am seriously considering calling in sick tomorrow so I can play as soon as possible. (Also I second the motion to make many DLC's)

16 Replies 41,176 Views

remember, if you want to blow up a planet you are going to need the Illudium Q-36 Explosive Space Modulator . . Aaaaand now I have the theme from Pinky and the Brain going through my head (narf!)

4 Replies 7,375 Views

Wile E Coyote has always been one of my favourites :) One of the best skits i remember was when he tried to use a catapult and all the ways it went wrong. It was that anticipation of what will happen this time that added to the comedy value. I know I have no talent for writing great prose so I do not envy you for the task to try and recreate this in SC:O So all i will do is wish you the best of luck and look forward to your endeavours.

4 Replies 7,375 Views

[quote who="Vaelzad" reply="17" id="3663915"] Quoting Darkstar076, reply 16 (However if its just larger fuel tanks and a more economic hyper drive - then I am gonna mod in a fuel scoop ) It's not just a more economic hyper drive and larger tanks. Though those are also in the game. [e digicons]:)[/e] </d

52 Replies 214,174 Views

From over in the December Discussion: [quote who="Vaelzad" reply="102" id="3662802"] Can you run out of fuel and get stranded and die? The answer to this is a bit more complicated. Yes you can get stranded by running out of fuel, but this doesn't mean that it's game over and you are dead. Help will be on the way (not saying from who) but you will need to survive till it arrives, which means that depending on where you ran out of fuel your Super Melee battle skills better

52 Replies 214,174 Views

[quote who="Khronobomb" reply="7" id="3663183"] [quote who="Darkstar076" reply="2" id="3662885"] Science Lab: Destroy the same ship type enough times and eventually you get the blueprints to build that ship and/or build the weapon modules.[/quote] It looks like the bridge is swappable with other races. So this may be already included. [/quote] Agreed, however based on the comment in the August 2016 report, I would imagine that you can only purchase the weap

52 Replies 214,174 Views

Follow this link: https://www.starcontrol.com/vault In here is all the top secret info that the Founders have access to. (Which is subject to the Non Disclosure) You will find some really cool stuff in here :)

20 Replies 52,662 Views

I can understand why there are going to be plenty of tools. You need a tool to: - Import/create the ships from > - Code the weapons your new race is going to need - Script dialogue tree for when you encounter said new race - Create unique Super Melee maps when your reaching the end of the story - Generate the galaxy map and be able to tweek it by seeding various treats and tidbits across the galaxy. - and so on and so

11 Replies 30,839 Views

Thanks :) I just remembered, the counter part to the Magna Cannon was a weapon that drops or fires objects (spike balls / spinning blades / etc) onto the battlefield that are persistent and are a hazard to both players. Once the target is magnetised the hazards are pulled in. (The hazards are also good at disrupting incoming fire). This weapon could be modified for the Players Ship by turning it into some form of "Mass Driver Shotgun"

52 Replies 214,174 Views

After reading through some of the earlier founders newsletters, it appears that bridge is what controls the main weapon and I would expect that the the special weapon will be also controlled in some similar method (to prevent the player to have more than one). It also appears that there is different sizes of these modules (based on the concept art images) Ideas for various modules: > System Modules - Ignoring the usual suspects (Cargo / Crew / Dynamos / Batteries / Fu

52 Replies 214,174 Views

[quote who="SabreRunner" reply="85" id="3662688"] Games that punish players get bad reviews, bad press, bad customer response and are relegated to the trash bins of history. Games that are challenging but fair and encourage the players themselves to get better are the ones who succeed "despite popular wisdom".[/quote] Hmm, I should have been a bit more descriptive with what I meant by "punish". But you have put it a better way - Yes, the game needs to be challenging and encourage

197 Replies 601,994 Views

[quote who="cuorebrave" reply="71" id="3662648"] I know what this game's gonna be like, though. Modern audiences demand leniency - unless you're specifically playing a game BECAUSE of its difficulty (which, I'm sure we're not when we play SC:O). If the whole purpose is break-neck difficulty, that type of thing is acceptable, like Dark Souls. But in a game like this, no one will want to [/quote] Its strange, eons ago there were games that were punishing

197 Replies 601,994 Views

[quote who="Hunam_" reply="64" id="3662614"] It also is in the original Elite - FUEL SCOOP. Where you fly close to the star and refuel your ship. I totally want this thing in the game for following reasons: If somebody (like me) wants to make a gi-hugic sector of 10000 stars and a campaign with no supply base, where you just fly forward from one end of the map to another and do quests and stuff, this thing is a must to have, since there's no other means of refueling. Yes,

197 Replies 601,994 Views

Throwing in my 2 cents. Feel free to come up with and name some suggested components that you’d like to see on your shop. ----------------------------------------------------------------------------------------------------------------- I am also a huge fan of the ship customisation . . and plan to alter the game at a later date so I can eventually build something that is completely over powered [e digicons]XD[/e] Also, if i look closely at the

197 Replies 601,994 Views

I quite like cwrightc84 idea about being able to customise ships. For example, you could by weapon systems from allies after completing a series of missions or if you down enough enemies you might be able to salvage a weapon system. Get enough of these and the starbase can make them. In the Crux Multiverse the

68 Replies 113,421 Views

True that - in siege warfare it was pretty much "anything goes". Many a sci-fi story talks about destroying planets by just "throwing rocks" As suggested earlier, a ship that throws asteroids. A slightly different spin on it would be something between the Druuge Mauler and the Melnorme trader. Name - Trebuchet Primary weapon - Long range rail cannon that deals more damage the longer you charge it. (Ship recoils when the shot is fired) Secondary abil

32 Replies 143,748 Views

[quote who="Hunam_" reply="23" id="3656789"]^ I'd call it Syphon. "Inspired" (shamelessly stolen) by Hearthstone Siphon Soul card. [e digicons]XD[/e] [/quote] Heheh, I like it :) [quote who="sendingsignal" reply="24" id="3656820"]I'm not sure how to say I want a poop ship without it sounding like I'm saying I want a poop ship[/quote] hmm, what about the Pinthi special attack where it emits a smaller duplicate pinthi spore that follow the enemy - smelly sem

32 Replies 143,748 Views

A long time ago in a sketch book far far away, I had designed some ships that i wished I could have modded into Star Control II. I wont embarrass myself with the drawings I made, but i hope the notes I made gives someone enough of an idea. Came up with this one when i was being bored to death in a chemistry class. Name: Nucleus Velocity: Low Acceleration: Low Turning rate: Medium Primary weapon: Fire Electron (low energy cost)

32 Replies 143,748 Views

G'Day Everyone :) After reading this thread, all i can say its nice to be among friends. As for me, its a similar story to many people here. Played Star Control I & II many years ago and ever since have been searching for another game with that "something" (the UQM Project eased the pain [e digicons]:andrew:[/e] ). I have been lurking in the various forums ever since Stardock acquired the rights from Accolade waiting for a chance to join the founders program

131 Replies 442,057 Views