My missiles have a little guidance. But only around maybe 5% deviation of straight path
HenriHakl
Also look for Jewel type planets, e.g. [spoiler]Sparkle, in Zeta Naviculum[/spoiler] I didn't check Rainbow planets, but you could check at [spoiler]Fwiffo[/spoiler]
Just a thought on expanding cross-over content: Instead of just looking at what SC1/2 aliens can appear; consider that it's possible to find just a remnant of those aliens. For example, instead of meeting shofixti - maybe the player can find a crashed shofixti scout (ship). No survivors, but it's possible to harvest a new ship component. A mysterious box with a big red button...
It's strange also that there is (likely) no competition between the games. If I buy the one, I'm likely to buy the other too. Furthermore Stardock's is coming out (probably) in 2018. I expect Fred & Paul's will only come around in 2021 (unless they are well well well further in development than I suspect they are). There is no competition between these titles.
I'd still would like to see a scripting system weapons/abilities - rather than template adjustments. Custom ship developers will always have greater creativity than what a template system can provide.
I'd suggest that you can get some survivors from same-ship debris.
@Prof Hari Seldon I'm not sure if we're on the same page. Kavik Kang and I refer to multi-ship combat, with (for example) 5 enemy ships and 5 friendly ships in combat at the same time . This is distint from the classic fleet battles.
Ya, and I don't think that should be held to the extremes for the sake of tradition. 1v1 battles are fun to a certain extent - but I feel that time has passed them by. Or rather, they've evolved differently. Modern 1v1 based action games are both good for a short fix as well as demand rather high system mastery - things like beat-em-up games. The action is pervasive, intense, and allows for many paths to victory. In contrast, SC2 style combat is both relatively simple in modern terms
It is only an issue if you're married to the notion that all ships need to be visible on the screen at the same time. Again I refer to Subspace: a huge(!!) number of ships. Of course that requires adjustments of abilities and other elements - what is right for a 1v1 zoomed'in SC2'esque firefight is not necessarily right for a 100v100 sprawled over vast space; and that is okay.
Tried it out now; it feels pretty fun to me. There are several balance issues (at least the Chmmr ship seems to instantly destroy anything with one touch of its laser; and the Ur-Quan fighter shipplets fly, but don't appear to actually deal damage). It helps to go to settings and set the frenzy (speed) lower. I disagree though: Subspace, Dota, and multi-ship Star Control Melee all are conceptually the same with only relatively minor adjustments to shift from one to the other.
@Frogboy: What is wrong with the way the camera is handled in Subspace? ("Normal" with radar) @Serosis: I enjoyed both Subspace and love games like Dota. That kind of environment and gameplay is fine for me ^_^
I'm 80% happy with Brad's direction; my one disappointment is that fleet battles are limited to 1-on-1 battles. Though I understand that the primary difficulty is a suitable AI, personally I'd have liked to see "we'll release with 1-on-1 as primary play mode, but are expanding on that post-release"
I've been absent a while; a combination of Work and Holiday combining to cause mayhem with my other interests. I've browsed the last few months in the forums and nothing struck me as satisfying this particular need. I believe we need a custom scripting system to create unique starship behavior and abilities. The kind of thing that will allow for some very creative custom games (and at the very least allow for the creation of a StarControl-styled TowerDefense.
Also, keep in mind that the buff/nerf cycle is a continuous process because the actual meta-game evolves even within an otherwise perfectly balanced game.
Secondly, I've got some thoughts on passives. In the early forum days I've posted in favor of the idea of having something like "ship captains" (heroes) that can add a passive bonus to a ship (or in this case fleet). Changing a captain on a ship can change the ship's strategy. I think there is value in the line of thought that is being pursued in this thread. Passive ideas: Triage A strict emphasis on cutting losses and using resources to save those most
Welcome ^_^
Two things, a thought on SuperMelee and then passive. I'll address the first one in this post. And follow up with passives thereafter. Somewhat unrelated, but I agree with the assessment that gaming now is not gaming back in StarControl 2 days. I think the core of the issue is that as a 1v1 game it is not complex enough to have lasting appeal. Ideally you'd want SC:O SuperMelee to be picked up as a professional esport. For that to happen there needs to be both audience appeal as
So... does this mean that some other elements of the game are being re-examined too? Specifically the possibility of multi-ship combat?
@Xiaorai - you actually hit on something that I tangentially have a pet peeve with. There is a tremendous desire in the industry to make everything first-person (Fallout 3+), or at least over-the-shoulder third-person (Dark Souls). In both cases I think the games would've benefited from being isometric. They can keep the underlying 3D engine; just present it in isometric perspective. If they want add rotating camera. Clarity and control increases vastly - and once you're over the "ooo
Isn't George RR Martin's strategy to let things stand long enough that the natural decay produces letters; then work from there?
[quote who="IBNobody" reply="5" id="3681716"] Quoting Alverez, reply 4 I want the damned reminders at the bottom center of the screen to go away. It gets even worse. You can get a virus in-game from the Trandals, and the popups start "randomly" appearing. [/quote] Worse? ...or bette
Are we going to have to break out the punishment swatter of unchallenged pain for you cuore...?
I think there is inherently a problem with trying to balance interesting abilities with 1v1 combat. Many abilities by their nature have to be toned down or conceptually butchered to be fair in simple ship combat. Abilities that truly alter the game state on a fundamental level (think "ultimates" in MOBAs like Dota and Overwatch) require team play to be reasonably fair. (Okay, I'm simplifying a bit, since fighting games like Dead-or-Alive obviously are 1v1 with overpowered abiliti
Can confirm ^_^ I must commend the music team / artist / genie-in-a-bottle that is responsible for the music assets; everything I've heard (previous updates too) has evoked happy StarControl vibes for me.
Bizarre thoughts struggled for attention in Henri's mind. An out of tune discord, that shattered the narrative like the beer bottle that starts the flashy part of a bar fight. Not that beer was on Henri's mind; he'd given up on that even before his mother's water broke. Still, the discord nagged at him. Perhaps there was a clue there, if he could only reach it.