There are two counter arguments I'd like to make here: 1. Temporary power-ups are not established in the gameplay of StarControl. Especially not in the form of a little floating blue ball in the middle of combat that if you fly over it grants you multi-fire for a minute until battle ends. 2. I do not believe there is a type of weapon that is inherently "too powerful" to be balanced. The game already has VUX limpids that make the enemy ship immobile. That's pretty overp
HenriHakl
Also prisoners/survivors. The devs have said that they're working on making the economy more meaningful at all stages of the game (the SC2 end-game was pretty much economy agnostic). I can imagine that extending from a single economic entity "resource unit" to a more varied approach could factor in here.
Now, I'm a completionist at heart, Perhaps fail-states can be starts to new opportunities. You might not like all the consequences - but the world offers you new opportunities because of your actions (or lack thereof). Would it also be a completionist plus-point if you require three playthroughs to really experience it all?
Something that is missing from planet samples up to now: will we see indication of civilization on planets?
Things that could consume large amounts of late-game economic output: terraforming ego constructions (special unique structures, monuments, etc) ammo for superweapons (when each shot consumes 10% of your networth, you'll be picky about shooting) socio-diplomatic investments (you only need 1 shofixti boy and 1 shofixti girl to repopulate the galaxy - but providing sustainable food, housing and entertainment for overpopulating planets is a
The devs already mentioned that there would be an explorer/"armchair admiral" mode that let's you watch rather than do combat. Maybe they'll have some other modes too - one of which predisposes the player to use his fleet ships rather than primary ship.
+1 with prior comment: finishing should feel like an achievement but also leave you hungry for more
^In response to the above: A barren rock world doesn't seem implausible at all. Nor does a strangely colored world with alien vegetation (and perhaps a methane based atmosphere). For science in general - and particularly in a game such as StarControl - we need to accept that a "living" planet need not closely adhere to the example set by Terra. You've already accepted crystaline and fungus-based sentient lifeforms as a reality within the context of StarControl. That th
[quote who="Hunam_" reply="18" id="3604165"] ^ As mini-bosses. yes. I'd love to have those and figure out how and which alien ship to beat them with. [/quote] Ya! That ties in perfectly with my suggestion for action set piece
[quote who="cuorebrave" reply="15" id="3604144"] Quoting HenriHakl, reply 14 I'm in favor of going one step further: it bugged me a little that there was only ever one type of spaceship per alien race. Even if they look the same, I'd expect it to be possible to have different ship loadouts (and I also do not want a
I intend for this thread to be a collection of various little things that made the classics great, that I hope will find their way into the reboot. Please add your own thoughts with gusto! As an example: I was discussing StarControl 2 with a friend of mine (who too was an avid player) and he got very excited as we both reminisced on all the outstanding features of the game. Something he pointed out that struck me as subtle but important in mood formation was that each of the a
StarControl 2 has quite a lot (!) of combat encounters, but only really one that I'd describe as a "set piece" - the grand finale. It's intense, has a slight puzzle element, it's gratifying in its resolution. I think it would be a good addition to the game to have such set piece encounters a bit more frequently (albeit always to a specific end, not as a recurring event).
[quote who="Vaelzad" reply="18" id="3604119"] Quoting dogchainx, reply 17 Is there a chance of having an extra reward for manually-piloting and winning at combat vs having an arm-chair general win? Efficiency and you will have a more direct hand in the results. [/quote] And
Personally I understand the appeal - but it is not for me. I'd be all over a figurine of [ALIEN RACE] though.
I would not mind the added possibilities of 3 rather than 2 abilities on a ship; however if going with a 2 ability approach I think it would be nice if it was possible to change the 2 abilities (not while engaged, but outside). Kinda similar to how the Precursor ship-frame could be specced out differently; but applied a bit more generally to all ships. That doesn't necessarily mean foreign many novel abilities per ship - it can mean variations on the technology of a ship. So inste
I'm in favor of going one step further: it bugged me a little that there was only ever one type of spaceship per alien race. Even if they look the same, I'd expect it to be possible to have different ship loadouts (and I also do not want a case where a new better design supersedes a prior design - the variations should factor into my playstyle, or what I'm trying to defeat, not be a ramp up in power).
Hi hi :) let's get all aboard and have Stardock reveal more about the gameplay! How will this game be played?!
I'm fairly sure we won't see a "be here or lose the game by 8pm" type of timed quest. I do think, however, that having to make hard decisions plays well into the RPG element of StarControl 2 - and timed events can be another tool by which decisions are made. The only important thing is that the appropriate time-scale and player knowledge is available. Knowing that something will happen in 1 hour in-game time and periodically receiving the appropriate cues as the event escalates can be
That is a fairly fun and morally ambiguous bit of exploration and interaction. I like it.
I like the exaggerated planet style. Although I appreciate Precursors_TiLT's detailed contribution and understand his concerns, I'd like to raise the counterpoint that the reboot is its own game (though inspired by StarControl 1/2/(3)) and does not need to slavishly adhere to the paradigms established by its predecessors. That said, I would be disappointed if Stardock's approach didn't mirror the points that were pointed out: we've only seen relatively stra
Hey :) Joining the Founders program for StarControl is my Xmas gift to myself. Pleased to meet you all