Yeah, I think that we have come to the following conclusion (a bit unexpected for me tbh as I have always been under impression that SC is mainly exploration, aliens and combat is something nice to have but not pivotal at all, I would have enjoyed SC even if it had no combat at all, like in "Out There" game) for some - SCR is Melee as linchpin and singleplayer as bonus, for some - the other way around. I prefer single-player to melee. I doubt that devs can equally focus both on the maingame a
Lone_Utwig
By making reference to V constellation I wanted to show its funny geometry in SC2, + things like finding a star in hyperspace that is superclose to a Supergiant, like Vela, that you do not notice right away.
Alt + Tab + Notepad or a picture made from smartphone is our best friend but i tend to agree with For example, you HEAR from a fellow sentient being that there's a disturbance in the Gamma Sextantis system. Or you buy from the Melnorme-like trader a lead that Delta Chandrasekhar has a planet that's very rich in Tzo Crystals. In these cases, I can get behind a blip on the star map that annotates these overheard references. &
[quote who="GnarlyFurtardo" reply="5" id="3605251"] In my opinion SC2 (maingame) was 40% conversations|interaction with aliens, 40% exploration and 20% - combat. Do you think that this ratio is correct? Should it remain the same in SCR? I would like see those ratios become more even in SCR, that is, combat becoming more relevant to the game as much as, if not more than, alien interaction and exploration. And I only say th
Yeah, what about Vux Beast? Or some fun places like Velpecula canstellation? Ultron? And maidens... We need maidens :)
Do you have any thoughts besides melee? What about the main game?
I suggest we discuss here what comprised SC2 and what will comprise SCR. This thread might help devs focus on certain things more. In my opinion SC2 (maingame) was 40% conversations|interaction with aliens, 40% exploration and 20% - combat. Do you think that this ratio is correct? Should it remain the same in SCR? Melee was fun in itself but I think that melee is something totally different, SC2 was mostly singlplayer and melee was just a bonus. If devs focus to
[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] I tend to agree.
[quote who="Vaelzad" reply="13" id="3604962"] I will confirm that we aren't doing a kill everyone in the universe ending. [/quote] Good. Even if all die. But what i wanted to stress something different here, e.g. ME3 was all in all a great game but the ending messed up things so much ... I simply do not want SCR to repeat the fate of ME :).
Star Control ORLY
[quote who="dogchainx" reply="20" id="3604595"] Anyone remember Starflight 1's enhanced scanner? before hand there were minerals to mine, but you couldn't get to them until then enhanced scanner. Maybe technology improvements like that can help you scan for buried secrets. [/quote] Good idea! But in such case we need some in-game log for planets that you have visited but that might potentially have something more to unlock as revisiting ALL planets you have already visited
[quote who="Drakkens" reply="8" id="3604535"] What, everyone forgot about the Druuge? Ok....fair enough. [e digicons];)[/e] [/quote] indeed :) Devs, can you share some more info on the aliens? Will they be like these are good and these are evil or Game of Thrones like (i hope you get the idea)? How many races do you plan to introduce? Can we get some lore? Some descriptions? Do Fred and Paul participate in some form? Can we get some concept art be
I even used Spathi ships as extra "crew quarters" but once you get Utwig ships - nothing can stop you. Cuorebrave - no need to be torn, just another playstile :) i prefer exploration to combat, hence my fittings :). 20 years ago or so I even decided to visit every star system in SC2 to find a planet where i would have settled for life had i been a real space explorer :) (not sure i used the right grammar here but you get the point). ;)
[quote who="GnarlyFurtardo" reply="6" id="3604521"] Do you think their QA will pass a slightly phallic rocket ship with guns at the tip? [/quote] Guns at the tip are not balls at the engine, so I guess all will be fine :) but I do think that one should not completely waive humanoid aliens.
[quote who="HenriHakl" reply="27" id="3604472"] ego constructions (special unique structures, monuments, etc) [/quote] This is ultracool! Attention, interlopers, heed this recorded transmission from statue 35!
Damn, I love Grey aliens so much.... Airlou were not grey... but better than nothing and they are sorta humanoid... Anyways, moddable aliens - that is simply awesome!!!!!
In my SC2 playthrough I have never used the flagship (with an exception of Sa-Matra battle for obvious reasons). I could kill anything with Utwig Jugger :). My flagship was - fuelbays, cargobays, and crew quarters :) 100% long term exploration :)
But wasn`t the beauty of SC2 in its relative simplicity - like you buy better-then even better-then a bad ass gun, your fuel tank stores more and more fuel, straightforward and understandable. All these upgrades to individual ships, like +1 shield + 2 attach and etc. might make the game overcomplicated. As already mentioned above "+1 bonus point "misc tech upgrades" = Fail"
Hey, developers! Is it possible to reveal some basic info on aliens in New SC? How many aliens do you plan to implement? Will players be able to inroduce their own alien races via mods (with, say, static 2d models and backrounds and/or in 3d)? What about custom made voiceovers? Last but not least, why no humanoid aliens??? + anything else you feel like sharing at the moment :)
Exactly, you know there is a rude joke - one can build 100 bridges and f*&% a sheep once and you will be remembered not as a brilliant engineer but rather as a sheep-f*$%#r :). i guess that happened with ME3. I cannot make myself replay the game too. Anyways, back to topic - what else, it might be good to encounter some alien outposts (like on the Moon in original SC2), btw. has anyone tried Space Rangers? They have a thing called text quests in game (<a href="https
This might not be the little thing and not exactly from SC2 but i want developers to think already now how they intend to finish the game. I personally do not want ME3 type of ending, don`t get me wrong - devs might have an idea that all die, or live happily ever-after but I want a sense of accomplishment - like in fallout 1 or fallout 2 - you get a picture (it better be a good piece of art) of good-bad-who knows what outcome, some text and music. That is it. But this thing should address all
I think there must be more reasons to do planet exploration besides resources harvesting - like 20 logs of some forgotten space explorer that have to be gathered with interesting pieces of lore, ruins of lost civilizations (like Androsynth ruins), unique artifacts, monsters, Easter eggs, some pre-space flight civilizations that you can kill or save and etc, quest events (like you find an abandoned base of Grey aliens at Zeta Reticuli and find abducted humans in suspended animation that can jo
Exactly, like beefed-up regular ship with changed textures to signify their uniqueness (something like Admiral ZEX intruder) and, please-please, some unique boss ships-platforms-stations-monsters to spice up our life :) + We do not know if there will be spheres of influence in new SC, but if there are, then it would be nice to see ships of aliens leaving their own sphere of influence for some reason (think ZFP encounter from SC2)
Btw. what about introducing at least several unique ships for the main game? In SC2 we had only Sa-Matra. Would be nice ( not for melee ) to have some unique ships, stations, battle platforms, space monsters who knows what.
I think it is too early to make any conclusion as we first have to see more art and actual renderings, early in game pictures and etc. But i have to agree that Precursors_TiLT has many valid points. But again, it is also important to understand - which parts of the game are planned to be modable.