[quote who="HenriHakl" reply="94" id="3608360"] Now imagine a subtle and tasteful atmospheric animation - some haze, slowly rolling cloud patterns that are built from physics/perlin-noise. "Realistic" in other words, but on top of the exaggerated planet that we see. [/quote] <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl18__LinkUser
GnarlyFurtardo
Yeah PoE and SC2 are opposite extremes for loot drops, tons of (useless) items versus just money all the time. There needs to be a middle ground with SCR, to keep combat/exploration ever interesting but not dilute the game with the management of an endless variety of gear. IMHO, Borderlands 2/pre-sequel has the right mix of quantity and types of drops
[quote who="prodigalmaster" reply="4" id="3608174"] Amusingly, I think the Thraddash were the only part of SC2 that allowed for different outcomes based on player choice. You could "conquer" them and establish a new culture (get their ships), trick them by sending them to fight the Kohr-Ah, or have the Ilwrath destroy them. [/quote] Thing only tangible outcomes that affected gameplay (that I could see) with the Thraddash seemed to be that either you could use their ships or
Hyperspace, Quasispace, Subspace, Personalspace... It would be cool to see multiple overlapping areas that are somewhat related/reminiscent of each other but can be complete separate sandboxes. Perhaps stars and planets are mirrored, but with differences in make-up/materials. So Quasispace was a shortcut to points in Hyperspace... maybe there is an 'other' space that forms bridges to points in Hyperspace or regular space that are otherwise unreachable by no
[quote who="Volusianus" reply="40" id="3607664"] I'm not asking for a sim, all I'm asking for is for player failures to matter. If there's no REAL lose condition, you're just Mary Sueing with toys. Hard work should provide tangible benefits, and "bragging rights" are not and never will be a sufficient benefit. They're not tangible in any sense. If you miscalculate your journey to save the Flipinoids from their impending doom, they're dead. Besides, from my underst
Had a thought... not all ship captains are created equal (Mycon and Sylandro Probes excluded). That is, ship AI should vary between battles, given the same alien race. There should be novices/newbies and veterans, and the battle difficulty (or really the piloting and effectiveness of the enemy) should reflect that. And of course the loot!
A new 'little thing' I'd like to see in SCR: During communications with aliens, different members of the alien race should look/sound slightly different, with slightly different backgrounds as well. It shouldn't feel like you're talking to a single alien that represents the entire race. Example, talking to Fwiffo compared to the talking to the Spathi High Counsel.
[quote who="Hunam_" reply="19" id="3607375"] I don't know if you guys checked the vault out, but there's hyperspace ringtone added. Very similar to SC2 hyperspace track. Although, if that is the final new SC hyperspace music, than it's very underwhelming. It feels like an overly long intro to an actual hyperspace track. Also, as much as I like SC2 hyperspace music, I'd rather hear something new in new SC. [e digicons]:|[/e] [/quote] I d
[quote who="Tovanion" reply="15" id="3607311"] Yup. With my late sister. We had some fun, but we immensely preferred playing the campaign together, coop mode. We fought together, one person manning the fire and secondary ability, while the other one was the pilot, steering the ship. [/quote] Breaks my heart, sorry to hear about your sister dude.
Crafting seems like a very natural fit for SC... The player should be rewarded for combat and exploration (2 major mechanics in the game), and should be encouraged to do these activities more often with the premise of better loot depending on the difficulty of the battle or the survivability of the planet. Loot needs to be varied beyond simple monetary gain to keep combat and exploration interesting, but not necessarily immediately usable. The gratification comes when you are able
[quote who="Lone_Utwig" reply="5" id="3606999"] I think DLCs should simply add more... of everything - more music. more art, new areas/dimensions, new quests, may be even races. Just don`t make them... semi mandatory for best experience of the initial release. Like ME3 did with Prothean. I hope you get the point. If artwork, ideas. writing are great - people will buy DLCs. Just don`t make them - green-red skin for the ships or smth. along this line. [/quote] DLCs should expa
[quote who="Awkbird" reply="6" id="3606823"] I think it would be really intriguing if the flagship could upgrade on the move and keep exploring deeper into the galaxy without coming home. [/quote] An idea for flagship modules: self-contained refineries or factories to aid in crafting, or even perhaps are required for specific craftables...
I'd like to see crafting in the game, it's another great mechanic that sets my blood pumping when I find that rare ingredient to complete something valuable. [quote who="RonPimpster" reply="2" id="3606651"] Let's say you do quests for some aliens. They give you a blue print to their ship. [/quote] [quote who="TheEchoInside" reply="3" id="3606652"] Hmm, I think I like the idea of maybe having blueprints for flagship upgrades.<b
Aside: I used a swarm tactic to easily defeat the Guardian in MOO2 early in the game. Built a cheap fleet of about 20 skiffs each armed with 2 missiles. While the Guardian with its mega gun could only kill 2 of my ships over 2 turns, I was able to launch 40 missiles in that time. Swarm mechanics can be deadly and OP'd if allowed. This is moot if we're only talking about a handful of ships per side though.
[quote who="Vaelzad" reply="17" id="3606486"] The current plan hasn't been finalized but we are trying to do something different than what we did previously in Gal Civ 3. It is one of the reasons we limited the number of $99 founder's editions we were going to sell because it will have a direct impact on the game. [/quote] SD can be such a tease sometimes... [e digicons]:annoyed:[/e]
[quote who="Isky" reply="4" id="3606304"] Personally, I'd like to know if it's just naming a planet or if you also get to choose any of the attributes of the planet. There's a difference between a planet that some thought went into customizing vs. just randomly naming a planet. It'd be nice if each of the founders planets had some reason to go there other than just trying to find the random planet you named. [/quote] Random inane things on planets
Another SCR concept image found here http://www.escapistmagazine.com/articles/view/video-games/editorials/interviews/15047-Star-Control-Reboot-To-Get-Founders-Program-Soon
^ LOL There should be an easter egg if someone keys in Shift-8, Ctrl, Alt, Delete
[quote]Ship reactions - For example, you're flying a death machine that blots out the sun. Maybe the Thraddash take your word for how you can crush them into grey guacamole, rather than throwing their ships into your guns. Or you have no weapons at all, and the Pkunk see you as an enlightened brother and give you a unique gift that will hopefully keep your spirit in this universe that much longer. Or you have a specially installed crew to fuel converted, the Druuge appreciate y
[quote who="Xenove" reply="40" id="3605786"] Certainly I don't want to enter a new system and immediately know which planet to go to because I see a communications tower sticking out of it like Pinocchio's nose. You might as well implement quest markers, compasses and perhaps add a giant spacedog as a guide to show you around the galaxy. [/quote] Another good point, I'd like to base my decision to visit a planet/star system based on the stats I get from sca
The Star Control sub-reddit (/r/starcontrol), albeit small, has a bit of conjecture that the Founders program is a scam/marketing scheme/money grab. I completely disagree... if you don't place a value on becoming a Founder, ppl wouldn't take it seriously. I feel privileged to be a part of this, having a direct channel to voice my thoughts and ideas to the game-makers. As a developer myself, I know its invaluable to have the ear of the dev/design team, to plant the seeds of
I asked the same question in the welcome thread... https://forums.starcontrol.com/473538/page/1 This was the response from Vaelzad [quote who="Vaelzad" reply="25" id="3605429"] We are limiting how many of the special founder's editions where you get to name a planet. We aren't releasing that number right now. We may do another founder's invite in the future
Some other collectors items to consider: - miniature precursor ship or any artifact (ie clear spindle would be cool to have on my desk at work) - prints of original concept art - diecasts or fridge magnets of aliens Hell, I'd be first in line to get a Star Control Lootcrate if it ever happened (I got the Fallout 4 and Mass Effect ones)
Found in an IGN article about SCR: http://ca.ign.com/articles/2015/11/19/fans-can-help-developer-stardock-determine-the-future-of-star-control
[quote who="Tovanion" reply="38" id="3605484"] I want an automatic tracking of the planets I've visited. I do NOT want an indicator that I have to revisit worlds if I get a better technology. I want an ability to manually add notes to the map and add manual entries to my captain's log. I want important conversation pieces to be logged in my captain's log. I do not want a quest log that tells me what to do, where to do it, how to do it and when to d