Stirs of activity filled the streets. Echoes. Echoes and shadows, like reminders of the pre-depression hustle. If it wasn't for the case, Henri, private eye, would be suffused in a chocolate induced stupor reminiscing about masters that had gone before. But now there was the case. Henri did not know much about the case... except that the dame was going to detail it. She called herself "The Community Manager", but other than that her lips had been sealed like a nun before communion. He
HenriHakl
Henri, private eye extraordinaire, typed his way through the rapidly darkening forum threads. The previously bright fonts were receding. Diminished illumination, coupled with an eerie quiet interrupted only by staccato updates of new tech constellations. It was quiet. Too quiet. It wouldn't take long now. Henri hurried.
Added
Heya Just a general notice that I was unable to log into the StarControl forums for the last week or so (in spite of password resets and everything). I had no trouble getting to the Stardock forums; and today (finally) I was able to get back onto these forums. I don't know what the underlying cause was, and if somebody needed to do something to get me "back"; but just in case I'd like to make it known here, in case there are others that have a similar problem.
[quote who="Captain_Maim" reply="9" id="3670867"] I used to play Star Control: Timewarp, and people made about 75-100 new ships for it. Some ships were so powerful I personally treated them as *Boss* ships, rather than Over Powered ships. Will we have boss type ships to fight? Or will all fights be fair? Also I once heard it said of sc2 ships that it was the "inefficiencies of the ships that made them fun." Will we be using inefficient but
One of the things that came out of it is the desire to have more "knobs" for modders to be able to tweak and work on the ships. I've mentioned it before. Please, I believe this is important: "modding" by adjusting numbers on a template does not really allow for significant gameplay changes or unique ships/abilities. Please put in time to add a scripting support for ships/abilities. Along with exposing ship/abilit
i7-7700K 32GB RAM NVIDIA GeForce GTX 1070 2TB Harddisk 450GB SSD
A "3" is probably good enough. Personally I'm keen to hear as much as possible (since I'm a programmer and this kind of thing can be interesting to me).
^^^ Prison module - "persuade" others to your cause. Also known as the subversive torture module.
Two suggestions on this: 1. Introducing multi-ship supermelee back into the equation goes a fair distance to solve this; it is a lot harder to refuse-to-engage if they are coming at you from multiple angles. This does not solve the issue for if multiple ships are eliminated and we end up with a 1v1 in the end - but that ought to be rarer given that a 2v1 or 3v1 finish is more likely. 2. In the event of a 1v1 where a certain time has passed without (successful) combat damage. S
I really like that you guys are going extra miles to make StarControl more accessible and moddable. I am, however, a little worried that the emphasis is on modding visual and story content. Different aliens graphics, different ship graphics, different particle effects, different dialogue. Same mechanics. The thing is, I believe that static mechanics (i.e. ship abilities) will in the medium term obsolete the game. This is counter-acted by expansions that add more ships/ab
Temporal Replacer module Moves ship backwards in time 4 seconds (restores position, crew, and energy to the point 4 seconds ago). Also known as the Dejavu drive. Hard Hologram Formatting module Creates 4 illusory copies of the ship that orbit the main ship and face the way the main ship faces. Each fires abilities/attacks as the main ship but each does only 20% of the normal damage. Each can be destroyed by any o
I like the commitment to modding - but in spite of a lot of different things customizable, nothing up to now suggests that original abilities are possible; just reskinning existing ones by fiddling with template values. There is room for modding different colors and flavor text and original stories. There is a much larger room for modding new abilities. Imagine SuperMelee with 100 ships that are all variations of the same 20 base ships; vs 100 ships that are truly original.</
[quote who="cuorebrave" reply="9" id="3661696"] Quoting pshaw, reply 8 Definitely not crickets. We have 11 inches of snow on the ground here and they're all dead now [e digicons]:)[/e] But the team is nice and toasty and still busy at work here. Is that what happens? The
[quote who="maanvis26" reply="10" id="3661720"] Quoting HenriHakl, reply 3 This means lots of meetings, task prioritization, spreadsheets, and cheerleading the team. As a developer I can confidently say that you can increase productivity by exclud
This means lots of meetings, task prioritization, spreadsheets, and cheerleading the team. As a developer I can confidently say that you can increase productivity by excluding the devs from meetings 99% of the time. :D
[quote who="cuorebrave" reply="14" id="3661105"] I think this is the general consensus - from space, everyone thinks they should be spherical. From the planet view, they can have an exaggerated look, no problem. Also, many people want them to be larger, with less of an arched horizon - but not too large that players have TOO MUCH of an area to explore. [/quote] To my knowledge there are merely a majority of vocal critics to the look. I wouldn't call that ge
Stardock has a history of ignoring international events and holidays. Expect them to release on the day, on the hour, as they have always done ^ ^ ^------- I made that up ^_^
Regarding questions: my first and foremost questions are to what extent modding is supported. The only confirmed modding that I'm aware of is that you can essentially make your own StarControl story/adventure. This covers custom aliens, quests, graphics, that sort of thing. What isn't clear can you make your own ships (abilities); and if so do you get to script your own abilities/behavior or are you limited to adjusting numbers based on preset ability templates?
I'd say that the RPG aspect of SC2 is wholly overshadowed by what it primarily is: an action-adventure (in a space opera setting). Some RPG elements are present - but really they take a back seat. Pacman, too, has RPG elements. SC2 has more prominent RPG elements than Pacman; but not to the point where the general consensus is that SC2 is foremost an RPG (the general consensus being that it is foremost an action-adventure). I think this is also a bit of the kind of situation where
I disagree. StarDock is not first and foremost trying to create a game that closely mimics and appeals to the 1000 players of the original SC2. They keen on getting a big market of very young all the way to older-than-us, and I expect the plan is to have both a great story-campaign, as well as a supermelee that will carve its own niche as popular multiplayer game. 1v1 supermelee is just not that interesting. All nostalgia and personal enjoyment aside. It's just not that big a deal
For super-melee purposes, I think everybody here is underestimating the importance of multi-ship combat. Once/if 3v3 (5v5, whatever) is released I expect it to become the primary play mode. It's good fun to blow up your friend in a 1v1. It's far more satisfying to play with 4 buddies and wipe the floor with those 5 noobs from Chester street. That said, I think it is well worth investigating modifications to the basic melee system that will benefit larger multipla
The description of modding capabilities in November update do not suggest that it is possible to develop alternate game modes (e.g. for super melee). Can that be confirmed/denied?
I don't think it is required in the base game. But I think the ability to do that (for custom game purposes) would be great.
To expand on Hunam_ - the promise was even for a form of honey-cove of galaxy regions that players could travel between representing different mods/stories. (Or something like that, I stand to be corrected.) The Ooma/Voor connection is pretty fun. It's certainly a SC2'esque kind of story arc.