[quote who="GnarlyFurtardo" reply="95" id="3608363"] Quoting HenriHakl, reply 94 Now imagine a subtle and tasteful atmospheric animation - some haze, slowly rolling cloud patterns that are
HenriHakl
[quote who="Vaelzad" reply="96" id="3608373"] How did you raid our environment reference folder? Dang it. I need to sweep for bugs and rogue network connections again. [e digicons];)[/e] [/quote] It was easy, I just tried user "Administrator" with password "StarControlRuleZ!" [e digicons]:-"[/e]
I'd like to add that all we've seen up to now are some still images. The degree of cartoony-ness is not really explored at all with just those images. I think we all agree that none of us wants to see a cartoony-cartoon planet with zippy little animations and "ZOINK" sound effects. But, imagine if you will, a terran planet as shown here: Now imagine a subtle and tasteful atmosp
I like difficulty settings, and I enjoy hardcore (permadeath) - but as much as I like doing it for bragging rights; I also feel great if I get something out of it that is more tangible. It doesn't have to be a big deal. A single planet that is unique (present in both hardcore and non-hardcore) that has 15 monuments to the 15 most successful hardcore playthroughs. 10 Dedicated to my own playthroughs; and potentially 5 more that are global.
This is my take on it (with examples) https://forums.starcontrol.com/473677/page/1/#3605114
[quote who="TheUr-quanMaster" reply="74" id="3607258"] Oh really. You are basically saying that the view of star controls solar system is unremarkable. And could not be recognized a star control. I thought that it was a great game, and that was the reason why we were making a new star control game. Silly me, there are so many problems with their solar system, wich you see for most of the game, that it could not possibly be so. So here is a challenge Vealzad, find so much as one gam
Nice. But dare you think a snippit like that is enough to feed the hungry masses? Nay! Nay I say!
It doesn't even have to be a formation of small ships. Imagine a hive-like alien race where you can talk to the queen - but the "ships" are actual insectoid space-capable drones that fly in formation.
I actually think a particular "space monster" can actually be an alien race onto itself. i.e. the "ship" that flies in combat is the alien itself, but you can also communicate with it and it is part of the normal adventure story line.
Well, the whole "erotic aliens" can be completely re-thought. You might run into a mechanical alien race (Wall-E style) that is unexpectedly amorous - and over repeated encounters they adjust their forms more and more to appeal to humans (Wall-E's girlfriend style)
^nobody tell him that we won't see the old alien races (let it be a surprise!) [e digicons]:bebi:[/e]
I tentatively lean towards Kavik_Kang's side. To put it in context of MOBAs like Dota 2; there are a lot of wildly overpowered heroes in Dota 2 - two things help balance that out: 1. other heroes are also wildly imbalanced (but in other ways), 2. and even more importantly an individual hero's (im)balance is exceeded by the *team* imbalance that he/she faces. The last part becomes apparent when you realize how often "minor" support heroes are the pivotal part of a team's victory.</
[quote who="FatFun" reply="46" id="3605321"] Quoting HenriHakl, reply 45 Ah I see. StarControl actually uses a shared cooldown system by having the abilities consume energy (which regens at some rate). Granted, a lot of the time it doesn't feel that way when both the main and secondary abilities consume rela
The slippery slope in that case would be to try and emulate StarControl - I mean that is a game that is an action-adventure-space-opera-RPG with puzzle elements. It does a little bit of everything. I think what made StarControl 2 great was the utter dedication to what is fun while also conforming to the limits of what could be done at the time (and within the budget available to the team). If Stardock made a faithful "StarControl II 2" - in spite of how enjoyable that would be to me -
Ah I see. StarControl actually uses a shared cooldown system by having the abilities consume energy (which regens at some rate). Granted, a lot of the time it doesn't feel that way when both the main and secondary abilities consume relatively little energy - but in a couple of cases it matters. It is not inherently very different from a "MOBA-like" ability cooldown with the cooldowns between 1 and 5 seconds. I can see either approach be made into a fun system. I really don
[quote who="FatFun" reply="41" id="3605080"] Please don't be tempted to do the MOBA thing and map abilities with separate cooldowns to the number row, it's so played out. [/quote] I have a really hard time parsing what you're trying to say. Can you explain it again please?
I imagine "StarControl" is enough. When the need for distinction is not derived from context it can be StarControl (Classic) vs StarControl (Reboot)
For my part I hope the tools available will be sufficient to build a robust MOBA (DotA-like). Super Melee, Base Defense, Capture the Flag, and Hockey are all fun and relatively easy to implement playmodes; but "the next level" in that train of thought (to me at least) is a DotA interpretation of the game.
Because levels on captains would be too much. There is a sweet spot. You may remember that StarControl 1 had ship upgrades. We're not doing conjectures here (and in most threads); we're making suggestions and giving input (i.e. doing our job as Founders). A conjecture is an opinion or conclusion formed on the basis of incomplete information.
I'd just like to pass around a thought I had that could be an interesting tactical element for the game: Let us assume the ships are implemented with whatever model Stardock choses (perhaps static 2-ability, perhaps extensible, or something else entirely). What about the possibility of changing the ships without actually changing the ship? What I'm leading toward is the possibility of legendary pilots and ship captains. These could be similar to rare trophies/prisoners that ar
[quote who="cuorebrave" reply="42" id="3604920"] Honestly, we're over thinking this now. I think, no matter what, we should use Star Cobtrol II as our model. When in doubt, just go with the original! Because now we're talking power ups and enemy scaling and multiple versions of each ship, and upgradeable alien race weapons and so many other things. What worked in Star Control II? That's the question. [/quote] This is not strictly true, I th
[quote who="GnarlyFurtardo" reply="5" id="3604796"] It would be cool if there was something like the 'Orion' planet from the Master of Orion games, where you could find a unique ship to add to your fleet or some ancient technology, guarded by a massive precursor space guardian that you must defeat before you can even orbit. [/quote] Not to mention that after defeating the orbital planet guardian you still have to go down to the planet with a lander and survive/
[quote who="Kavik_Kang" reply="2" id="3604667"]But there are some things that will be too powerful to really be balanced with the "normal" ships. The "repel" I mentioned is one, a ship that can repeatedly use that ability would be too powerful against ships that didn't have that ability no matter what you tried to do to fix it (other than making it repel for such a short distance that it becomes irrelevant and useless). A weapon that grabbed you like a tractor beam and then pu
[quote who="Moppin44" reply="30" id="3604673"] My point is that I think definition of "complexity" has changed for gamers in the last 20-years for the better. Because this will be an Action/Adventure game, I would love to see native support for controllers. I find that Action/Adventure games designed for controllers from the start have streamlined the "simple" player experience I think we are all looking for.[/quote] ^ This It is important to keep in mind
Honestly, the Syreen (and the Supox) were my favorite aliens. There's very much a fantasy-driven aspect to this. However - there is opportunity for the new game to throw traditional tropes on the side and instead introduce new aliens in the form of lusty sentient pyramids that keep inviting the player to "visit their shaded side" and who feel "more pointed" in your presence with dreams to have you complete their "cube". What about a worm-like antagonist race that can be swayed by