HenriHakl

HenriHakl

Joined Member # 4490566
12 Posts 209 Replies 1,087 Reputation

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.

89 Replies 102,314 Views
Reply to intro in Founders Starbase

Welcome :) But next time say "Hi" here ;)

1 Replies 14,623 Views

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

3 Replies 461 Views

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.

63 Replies 73,917 Views

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

3 Replies 15,985 Views

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

3 Replies 15,985 Views

[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

117 Replies 158,620 Views

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

117 Replies 158,620 Views

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.

117 Replies 158,620 Views

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.

117 Replies 158,620 Views

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.

24 Replies 64,856 Views

[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.

117 Replies 158,620 Views

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.

22 Replies 65,210 Views

#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</

117 Replies 158,620 Views

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.

22 Replies 65,210 Views

I don't mind the captain's gender as long as he's got great boobs or/and she's got a great ass.

9 Replies 40,958 Views

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 ;)

4 Replies 11,717 Views

+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

68 Replies 272,176 Views

+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

7 Replies 46,492 Views