[quote who="Hunam_" reply="24" id="3692566"] No wrapping, no bouncing, no leashing. Just a "soft" border that drains energy, (maybe damages ship later in battle) and slows it down. [/quote] And if the arena is some sort of gravity well, like a star system, it could be explained in lore that it takes a huge amount of energy to break out of the star's gravity, so throttling out of the system with conventional propulsion means you can't run the weapons any m
hyunhochang
[quote who="Pyros2000" reply="2" id="3693081"] Kerbal space program [/quote] That's what I was thinking, actually. KSP is my gold standard for spaceship making.
Hey SchismNavigator , I just tried to send you a message on the Discord server to verify my identity but the Clyde bot said the message couldn't be delivered. Should I just contact you through a pm here?
Well, this all makes a lot more sense now. Thanks for keeping us in the loop. Also, when did the universe decide that all of my favorite games could be remade now? I *never* thought that I would see another X-Com, Star Control, Master of Orion, or Shadowrun game, but here they all are.
First of all, thanks to the devs for getting this build out to us so early. I appreciate the consistent effort you all have had to keep us in the loop. I just went through and played with all the ships on Super Meele for a bit and wanted to give some first impressions. Overall, I was surprised how similar it was to the original combat system since there had been a pretty lively discussion here about how much the game would diverge in that area. I don't think keepi
[quote who="Hunam_" reply="45" id="3656839"] Found it! The age discussion happens half way down the page: https://forums.starcontrol.com/474081/page/2/#replies [/quote] Thank you kindly.
[quote who="Hunam_" reply="36" id="3656633"] Haha. We had a lenghty discussion about characters age about a year ago. [/quote] Sorry to be lazy, but do you mind linking that?
Pretty much everything I would have said has already been covered so I won't rehash that. However, I'm stoked to see the "drop pin" function on the galaxy map. I'm assuming that we'll be able to leave notes on the pins as well.
Do you guys remember the Timewarp clone that was kicking around a while ago? While I wasn't a fan of all of their ship designs, several of them were really cool and might be a good place to look for inspiration. Incidentally, the ship idea that Human_ opened the thread with is very similar to one of the ships in the game.
[quote who="Awkbird" reply="17" id="3656027"] Not saying every ship should have the same hit point metrics either. It would be terrific if we could see different ship metrics for different species. Perhaps some species have a regenerative shield with a lower hull value or crew count, while another has a huge armor value that reduces damage to the crew and/or hull. [/quote] Yeah, that's kind of what I was thinking. SCII's combat was deceptively mechanic
I think what you're saying is that, ideally, development of narrative and of mechanics go hand in hand and games are rooted in a realistic portrayal of the world. Given those criteria I would agree that very few games do both of these things, but that's not really what I was referring to. My point was that SCII did a very good job about not having the narrative and mechanics work against each other and often had them reinforce each other. Other games which I hav
[quote who="Kavik_Kang" reply="6" id="3656007"] Maybe we are talking about different things, I've never seen a computer game that did that at all. The story and game never match each other at all in computer games. They don't "model reality" in their method of game design, in fact they strive to ignore doing that as if it is a virtue. They have quotes about it and everything, they are very proud of ignoring reality, haha! [/
Honestly, I'd rather just get numbers for the things which are easily quantifiable, like temperature or gravity. As for more abstract things like vulcanism or weather, I think bars are fine so long as it's clear what they refer to. Planet type can just be a category which is displayed. With gas giants, it would be strange, I think, to explore both rocky and gaseous planets with the same lander. Maybe you need a different vehicle
I also would be pro-dot. That said, I'm curious if we couldn't have both crew and hull points. Star Trek: Armada did that and I thought it added some interesting depth and innovative gameplay mechanics. The basic idea was that more crew = faster repairs, no hull = ship explodes, and no crew = ship goes derelict. I'm not saying that's exactly how we should implement it here but I like the idea. I also am very much in f
[quote who="Kavik_Kang" reply="1" id="3655956"] I am fairly confident that the focus of SCO is almost entirely on the single-player game. [/quote] I'd like that. I'm not very familiar with Stardock so I'll take your word for their dev style. [quote who="Kavik_Kang" reply="1" id="3655956"] Your point about the narrative m
Hey everyone! I've been lurking on these forums for a long time now but didn't feel like I had the time to jump into the conversation. Now that I'm better settled into my new place, I hope it's not a problem if I give my two cents on what we've seen so far. As of last April I had read through most of the posts here but it's been a while since then so I apologize if I'm going over some things which have already been said. First off, mo
I'm curious about this as well.
I'm just hopping in myself. Look forward to chatting with all of you.