Made a similar suggestion myself awhile back. Would prefer to have a journal of reminders that suggest a region to explore, or even just the ability to place a reminder marker on the map myself. Sort of a modern version of the old paper star map that we used to have, with the liberty to make our own notes to an extent.
Awkbird
Will this be a separate release or a component of the main game? Will it be a paid add-on or a part of the experience? If it's paid DLC, will it be free to Founders? And also: that screen cap is intriguing, is it really from Westworld? I remember it on the show but that looks kind of like a game-related cinematic!
Seconded. One thing I'd do often in SC2 was purge cheap minerals to make room for valuable ones. I'd still like to see some degree of space management like this in SCO, not just completionist obsessive landing until a planet is stripmined of every cheap resource. I think most people won't want to do that anyway.
Building on the topic of fuel consumption, I just had a funny thought: would be interesting if the lander actually had its own fuel reserve taken from your ship's fuel, and you could only pilot it around for so long before having to return to orbit. In SC2, you can't just pilot your ship around space forever because you have a finite fuel supply, so why should the lander be able to cruise around a planet indefinitely as if they have a neverending fuel supply? As we all know, the plane
It's nice to finally have a regularly updated canonical timeline from Stardock about the history of all this. It seems clear from this (and it's a timeline I'm familiar with as both a Founder following this for half a decade now, and as someone who's traded emails with Paul on occasion over the last twenty years) that the timing of this is all too convenient to be coincidental. It's not an easy thing for me to say, but I think P&F started their blog purely out of desperation and spite bec
I've always had fond memories of intros that put you in the shoes of a character on the forefront of the frontier; the tip of the spear on an expedition or a lone scout encountering something they weren't expecting to find and unequipped to deal with. Characters or situations in the intro don't have to tie into the main story. An intro isn't the right place for being outright slapstick or goofy like SC2's campy credits but there could still be self-referential or humorous quips with some smar
Hi Greg. Also want to take my turn to say thank you. I was a youngin when I read your name in the Star Control development team credits and remember how Paul credited you with art and design work as far back as the SC1 manual. At such an impressionable age, most of those names from the TFB crew are emblazoned into my memory alongside some very esteemed individuals like Orson Scott Card, Larry Niven, Robert Heinlein, Arthur Clarke, and Carl Sagan, to name a few that Paul also gave than
[quote who="Rhonin_the_wizard" reply="10" id="3699735"] One problem with different reputations, a bounty hunter wouldn't care if the Mu'kay or Scryve are the ones paying the bill. Well I imagine most wouldn't. Still I think it would be good idea if attacking freighters belonging to a particular species would upset them. [/quote]Sure, but they already did that in UQM in 1992 and I don't see it being hard to do now in 2018. I'm talking less about bounties and more abou
I find the reputation topic particularly interesting. To build upon it further: Rather than having a single universal reputation score, the idea of multiple reputations is intriguing to me. Other RPG and 4X games have certainly done this (Master of Orion, Fallout, etc.) and it would be interesting to see a reputation with one species having the opposite effect on your reputation with others. This happened to very limited effect in UQM with certain events like selling crew to the
[quote who="Frogboy" reply="4" id="3694856"] I personally would like to see where the AI levels affect how much damage they take. Or perhaps give them a bit more crew. [/quote] Except AI level has nothing to do with crew amounts or damage levels, and I concur with others here that adding multipliers to simply alter these values is disingenuous. These are just difficulty factors, not AI levels. Logically speaking, if an AI were flawless/undefeatable, it would not matter
Really appreciate the acknowledgment of the anniversary, and the extensive write up on the career evolution of SC2's pool of talent, to say nothing of the terrific tribute artwork! Noticed the Orz illustration on the site here already and was wondering what you guys were up to considering the position of non-intervention with the classic lore. Would love to see more of these.
Just read about this elsewhere online, and after I picked myself up off the floor and slapped myself about seventeen times to make sure I wasn't dreaming or hallucinating, I came here. Best news in nearly three decades of being a computer gamer. Still sitting here rubbing my eyes to make sure I'm not seeing things. I don't even. Thank you so so so much, Brad. [e digicons]
I enjoyed how casually the fact that Hyperspace travel was brought up as though it's some kind of nuisance alongside the fact that it's being removed in its entirety. Am I to understand that one of the most disengaging aspects of SC3 (clicking on a star system to be instantly warped to it, or something akin to that) is being adopted here? Because I certainly don't recall this ever being a point of discussion or polling among founders. I don't think you need to suggest to fou
I'd prefer to see the Precursors remain an ongoing mystery as well, although one we can uncover little fragments of by exploring their abandoned worlds. Previously we only took advantage of their technological relics, but I would not mind also being able to come across little tidbits that tease minor details about their culture too. It is a great plot thread that can continue to deliver new narrative elements so long as you don't attempt to peel away every layer of the onion and lift
[quote who="SabreRunner" reply="40" id="3665628"]Another question: Is Riku the only composer working on the game or is someone else also producing tracks?[/quote]I've also asked this before and would appreciate an answer. Seems like Riku is the only one confirmed. I know it's in good hands with him, but I still believe there should be other contributors to carry on the tradition of a variety of musical styles. SC2's soundtrack was so great because you had a bunch of people contrib
I'm going to say 7, however, I feel you would find the most sincere answers to this question if the team just posed specific questions about the content we get to see, rather than leaving things open-ended as they generally have been. You would find out what people are most interested in organically if you ask direct questions survey-style and collect the answers provided. I am sure there are some who can provide technical insight if prompted to, but it shouldn't be expected of anyone
This is one of the things I've been most curious about: the community is inevitably going to spawn multiple fan interpretations of classic lore and I'm certain that remake attempts of the original will, for better or worse, be a dime a dozen. If ten people make a total conversion of SC2 in the new engine, who decides the de facto standard among multiple similar mods? Community voting? Will Stardock promote certain fan-generated content if it meets a threshold of quality like Blizzard
I think you'll have to become a founder to get the answer to that.
^ This is legit funny, but it made me think a bit too, and I think the idea has some merit regarding resource salvaging. In SC2, we always got a predetermined allotment of RUs for winning in combat. More valuable enemies would always carry a higher RU reward, and it was always a fixed amount. But what if we start out only able to retrieve/salvage a portion of enemy debris? Maybe with incremental upgrades to our salvaging ability, we can retrieve a larger amount of RUs after each victo
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^ Agreed, but it's already been brought up and shot down by Stardock.
For what it's worth: when the topic of mini games entered conversation, I was not suggesting "logic puzzles", I was suggesting new action-oriented elements (like obstacles, or racing away from other ships through obstacles, or racing to reach a specific destination by a certain time to save an ally, etc) that change up the pace and style of gameplay without slowing it down in order to keep players actively engaged rather than autopiloting all the time, for long periods of time.
+1 with regards to more gameplay dynamics during planetary exploration, and in general with regard to the rest of the game as well. The best way to not turn planet exploration into a repetitive grind is to mix up the gameplay with different tasks, side quests, unique aliens and locations, etc. That is part of the reason the recent news about scaling back the variety of planets is of concern to us. Even if we don't get a ton of variety overall, there should be many occasional planets
Thanks Brad. I enjoy these occasional insights into how you approach development to make it easier to mod. I'm curious though: how easy will it be for users without any software resources to actually make content? Will we be expected to have our own software to generate new designs for game assets or will their be some native tools made available with SCO to make it easier for players to craft new game objects? I mean, not everyone has these software suites that cost hundreds or e
[quote who="Khronobomb" reply="10" id="3662289"]I look forward to really digesting this update. When it comes to memory allocation and loading times, a lot of games have blown this. One of my biggest complaints against SoTS 2 was the loading times for basic screens like empire management. They used a tables based retrieval system that grew throughout the game and would eventually take minutes to load after 200 turns or so.[/quote]I've experienced this far too often as well. One recent tit