1-and-2 syllable names are the easiest to use in practice. But that doesn't mean that the "real" or "full" name of the Menkmack isn't n'Menkmackin-n-Krakkrlackn
HenriHakl
@Awkbird: it's gorgeous. Yes. Make it so StarDock!
Just a side-note: the issue of potentially boring 1v1s is significantly reduced by multi-ship combat. And I expect, frankly, that if 3v3 or higher supermelee is available, then it will be the dominant form of play.
Welcome :) But next time say "Hi" here ;)
We know that StarControl will have extensive modding support. What isn't clear is what core concepts are supported "out of the box". Specifically things that aren't(?) needed for the StarControl campaign/story - but may be pivotal for custom games. Can we get a word from the devs with respect to these concepts: XP gain / leveling Ability / skill selection (possibly tied to leveling) Slottable items / modules / upgrades for ships Ind
An important consideration for balance, down the line, is that multi-ship combat will be an option - and by extension a division of player/ship roles will come about. Tanking, support, carry, control. Ships that would be considered weak in 1v1 situations can become pivotal in 5v5 situations. This may not be what some people are picturing when they think SCO, but for me it is one of the core concepts that might become reality.
You're most welcome ShadeDark. I think your suggestion is quite similar to the Druuge Mauler , is that what you had in mind? Some more ability ideas: Ammoc's Inhibitor Secondary ability 20 second cooldown Medium energy cost Passive: always has an aura (3-ship-lengths radius) around ship. Enemies within the aura take damage when using acceleration (but no damage for passive flying and rota
Since there was a call for suggestions, naturally we should deliver. Some thoughts upfront: given that multi-ship combat is a planned feature, there should be more abilities that allow for interaction between multiple ships. Abilities: Asymmetrical Area Matrix Secondary ability 7 second cooldown Low energy cost Fires a pulse that travels while button is held, on release the pulse becomes stationary but expands into a relativel
[quote who="OccamsLaser" reply="84" id="3655298"]Also what happens to the moons around the planets, if melee mode is on the solar system map? Are they not there? Are they really tiny? Just seems a bit odd. If we want multiple gravity wells, I think doing it around a planet and moons would make more sense, personally[/quote] Speaking completely without knowing: the teaser video showed a moon for the solar system exploration - so I'd imagine that the same moon would also be present
The mouse-for-camera does not have to tie into the aiming; that can still be on the traditional method, but the mouse can still be used for camera control (in the form of viewing emphasis). And, actually, I think that the mouse-suggestion ties in nicely with consoles: the equivalent on the gamepad is ofcourse the same way that games like Call of Duty separate movement control and aim control; use one side of the game pad for steering, and the other (analogue if present on only one side) for c
A possible camera system that assumes top-down view: the ship itself is steered by keyboard, and weapon system by mouse. The closer the mouse is to the ship, the more centered the camera. The further away the mouse the more the camera reaches into that direction.
I don't think solar-system scale is a problem. The ships are obviously powered with some super engines - it takes days to travel between stars. In that time frame, I can see solar-system wide dogfights being a thing. I'm very pro-multi-planet.
I just wanted to let you know that my first instinct on reading the topic title was that there was a hidden bar/lounge area for the crew that would be in game. A place to relax and chat with your alien associates. Possibly with an arcade machine where you can play SC1.
[quote who="Khronobomb" reply="64" id="3655037"]Games that rely to much on team AI's tend to do poorly. I t was why Dragon Age 2 was so panned, your AI was horrible and you had to rely on them.[/quote] Dragon Age 2 had some serious flaws, but those centered on the awfully limited environments and the re-use thereof. The AI was adequate - the base assumption is that you control the party and they just cover the deadspace in commands.
I thought I'd mention: I'm glad that you guys have figured out a way to have "your" story independent of the "Ur-quan Masters" story; but the solution feels just a bit like a cop-out.
#1 Fleet building I believe being able to respond dynamically will work best; though there's no reason to limit ourselves to just the two models provided. It could be implemented as a multi-phase system with a vanguard, main force, and rear guard. Ships in each group are predetermined (deck) but any ship within the active and prior groups can be used (and after 3 battles the main force arrives, and after 8 the rear guard). #2 Solo vs. Teams</
We enjoy being here. Perhaps in terms of feedback on the story; you can spoil "Act 1" for us (assuming 5 acts) and we can help polish that early experience to a shiny shine. Then the insights gained from that can inform the remainder of the story.
Thou shalt provide the most comprehensive and robust scripting system for modding as is humanly possible. Thou shalt have an homage alien race for the Syreens and have them in a quirky alliance with the MackDreemees.
I don't mind the captain's gender as long as he's got great boobs or/and she's got a great ass.
Your friend is obviously wrong with his Star Control: Rising fears. I have it on good account (from a friend of a friend's second cousin who spoke to a guy in a bar in Dublin on a Tuesday night) that the follow-up will be Star Control: Inquisition . Edit: you heard it here first folks ;)
+1 to Hunam_ - I too am keen for alternate/exotic/"special" lander locations. A few points (partially to reiterate): 1. The planet size during star-system exploration I'd prefer a bit bigger 2. The on-planet size might be fine - we've not had an indication if differently sized planets actually "feel" differently sized when sending a lander down. The sample planet from the teazer looks like it might be an average-to-small planet - so perhaps bigger planets will
I saw the Switch - it looks great as a concept; I can see it taking off in societies that promote that (for example south-east Asian school playgrounds).
Heya, I've been around here for a bit and am an occasional commenter. My unverifiable claim to StarControl fame is that I may have been the first person in Namibia (that's in south-western Africa) to have completed StarControl 2's story.
+1 to Zyrekeb's concerns regarding multiplayer. It would be nice to know what Stardock's stance on this is currently, with what possible considerations are in place. My thoughts on the matter: singleplayer campaign can ship with 1v1 battles only (at least initially) though I'd be happy with 1v3 too a future expansion can expand singleplayer campaign to 3v3 or higher a future expansion can expand story-campaign to be multiplayer c
What you did there. I see it.