Or you could just post your feedback like everyone else. Maybe even try it with a few less obscenities and empty threats while you're at it.
Awkbird
But then, how else is everyone gonna know they were here first?
Great question.
Nice surprise to see the update a few days early. I'm sorry to read about all the unanticipated challenges that are delaying progress, and really disappointed to hear that planet styles are being dialed back quite a bit, but it's nice to know that extra time is being taken to address them rather than just rushing towards a deadline that can't be changed. Also really appreciate hearing that you're bringing a dynamic personality to the commander rather than just making h
Short answer to all your questions is yes, the team is thoroughly familiar with the franchise and they've had conversations with Paul and Fred. They haven't publicly acknowledged the transition of the franchise to Stardock yet, but I'm sure that in time they'll come forward with their thoughts as Stardock's publicity of the new titles increases. We're all hoping that Paul and Fred can be involved someday and in some way, of course, but their existing relationship with
Thanks for the introduction, Patrick. I'd welcome some regular interaction with Stardock in more of an officially moderated capacity. Brad's updates are great, but it will nice to have another voice providing some community interaction on a more regular basis.
Not gonna lie, this is rather disappointing to hear. Several suggestions have been made by founders about the fact that gas giants should serve a gameplay role besides sitting there taking up space and orbiting stars. I know we all want more detail on the development process even though it's still early, but I think Stardock should consider providing detail in the monthly updates on the things that aren't going to remain true to Star Control, versus the stuff that wil
[quote who="Volusianus" reply="28" id="3660289"]Due to the multiversal nature of Star Control as of SC:O, is there any possibility of seeing traces of races like the Orz, Arilou, Androsynth, Taalo, and the Melnorme even if they aren't explicitly referred to as such?[/quote]+1. Made a similar suggestion some time back! Stardock would definitely not be doing their job if they didn't have cryptic references to unseen races, and it would be doubly cool if some of some of those cou
Says the person who wrote reply #10.
Really enjoy the look and feel of the animatic. The voice used for the Tywom is pretty amusing; even though he's only panicking and not actually saying anything, I can tell just from that little yelp that you guys are nailing the zany attitude already and the character is going to be silly and fun to listen to. The little Looney Tunes style puff of smoke as he crashes on the surface of the planet certainly isn't the tone I was expecting, but I've got to concede that it is fun
There should definitely be a prop gag somewhere along the way with an alien pulling a flat dried lizard-on-a-stick out of a random box of stuff. [e classic]:congrat:[/e]
Not much of a break in tradition; with only a few exceptions, the majority of races in SC1-SC3 are 1-2 syllable names. But it's still a fair point. I'd like to see some weirder 3-4 syllable names too. Or more. The full name of the Arilou is 6 syllables!
The thread's a few weeks old, but I thought I'd post this stock footage animation I came across since it's something that has been brought up in the conversation about planet aesthetics: http://www.shutterstock.com/video/clip-12661208-stock-footage-flight-over-the-morning-earth.html This immediately reminded me of what Stardock is trying to do with the pla
I understand the concern, but this was never a huge issue in classic melee despite the fact that faster ships were always outrunning slower ones. This could be seen in AI battles all the time when difficulty was on max; the computer was always trying to outpace you. But eventually someone slips up and there's an opportunity to close the gap and exchange fire. It wasn't always a perfect system because some battles (particularly slow ships with long range weapons like the Chenjesu and M
Yep! Was figuring Brad or Andrew would start an update thread. Still curious why they leave it up to us... I really like the update but to be honest, it's sort of challenging to give feedback on. I appreciated the small bit of backstory and I like the preview of all the ship abilities. The preview of the intro theme from Riku was a nice surprise and I like the sound of it. It is a bit on the bleak side compared to the more adventurous, sweeping epic sound of SC2's in
@Lone_Utwig: Yeah, I know there are. I'm one of them. I reached out to Stardock about this very subject as I am interested in writing music for the game. I didn't really get a firm answer and I can't really blame them. My impression was that the way they are designing the game to incorporate fan modding is basically the response to such inquiries. If these forums have proved anything, it's that I think they understand there's no way to satisfy everyone, and
Well, Brad Wardell has gone on record saying this is Stardock's biggest undertaking thus far, and that they have more manpower for this title than for anything else they've worked on. So I guess the answer is yes? They don't provide very detailed comments about these things, unfortunately. We'll be able to see what they've been up to as more art assets are released in the near future.
I am not a NMS player, but just from my own casual observation of the concept art Stardock has provided for the different types of landscapes and alien critters they are designing, I'm going to go ahead and say Stardock (and most other companies) have the right approach to design, whereas NMS did not. As many have already pointed out with NMS, the problem with procedurally generated content is that computer software isn't really imaginative enough [at least not yet] to create
Neat idea and I agree; maybe to explore really different worlds you'd need an entirely different type of technology, rather than just an upgraded terrestrial lander. Hadn't really thought of it that way.
I've brought up the same points before as well. I'm all in favor of expanding on the hit point dynamics for ship health. Having just a crew value to represent ship health seems woefully antiquated. Even back in the day, I thought the crew count serving as a ship health indicator made no sense and was probably one of my few criticisms of Star Control. A ship doesn't just explode because all its crew is dead; it explodes because its physical structure has been beaten to a pulp.
Ah yes, because one game's approach to something must inherently be like another's. Good thing you have potential gameplay ideas all figured out for us ahead of time.
Nobody said anything about skimming an atmosphere to fill fuel tanks.
Paul and Fred held several internet chats with the community about 10-20 years ago where they answered to a lot of loose ends. Maybe "answered" is the wrong word, as most of the responses were more "implied" because they did not want to give firm answers to everything. This was basically the 90s version of an AMA before Reddit became a thing. His very brief response about the ultimate fate of the Taalo was that "they live", though he did not go into further detail.
The Taalo were never confirmed to have been wiped out. Paul Reiche actually went on record about twenty years ago saying they survived, although presumably not in our dimension.
^ I've brought that up a few times as well. SC2 had no gas planet exploration; would be great if there was a way to upgrade your landers for atmospheric flight so that you could explore gas worlds that don't have any surfaces to land on.