Volusianus

Volusianus

Joined Member # 5045918
8 Posts 439 Replies 781 Reputation

Something just occurred to me: while I detest SCNot3 as a whole, I couldn't help but love its interpretation of the battle music. I know the sound format wasn't nearly as high quality, but that battle theme was actually one of the most Star Control like things in that game.

28 Replies 34,967 Views

Honestly, the idea of dlc packs being introduced like Civ 5 civ packs is very appealing. especially if my interpretation of Stardock's vision is correct. That is to say, you download the pack, and now suddenly your single player campaign has new territory procedurally added to your galaxy that includes all content associated with that pack.

21 Replies 6,352 Views

[quote who="RonPimpster" reply="15" id="3607101"] Well the old sc2 had farming already. You had to farm for credits to buy ships and fuel. the only excitement was finding the rare ores and minerals. and occasional unique encounter like a ship part. Adding crafting allows more interesting search for items and loot. killing ships and getting loot drop would be fun. who doesn't like loot? and progression towards an upgrade? &nbsp

29 Replies 63,459 Views

I just feel like with no sense of urgency, I don't feel like any of my actions really have any impact. I have the feeling Stardock will find a happy medium, though, based on all of this feedback.

81 Replies 127,110 Views

The music should be memorable and fun to remix to boot :D http://soundclick.com/share.cfm?id=12763545

28 Replies 34,967 Views

What about crafting different models of planet landers? Different landers for different environments and such.

29 Replies 63,459 Views

I think microtransactions have gotten a bad reputation. In some cases, it's well-deserved, especially when you're only buying one or two things, or buying consumables. No, what I'm referring to are transactions for packs of ships that aren't enough content to be called dlc, but too many to be considered a microtransaction. Does that make sense? (Yeah, 3k+ hours. But only 1000 were vanilla, the rest were with gigantic mod suites :P)

81 Replies 127,110 Views

Actually, just a thought, would you be okay with being able to buy the Hardcore mode rewards? I'd be willing to compromise like that. You either earn the rewards with hardcore mode, or buy them for like $5.

81 Replies 127,110 Views

[quote who="IBNobody" reply="29" id="3606705"] Quoting Xenove, reply 28 Yes that is a good idea. Have the timed mode as a hardcore mode to unlock a special bonus! Well, that backfired on me... I was actually arguing that if you give hardcore mode a special bonus, people who wouldn&#

81 Replies 127,110 Views

[quote who="IBNobody" reply="25" id="3606622"] Snipped for brevity. [/quote] That's why it should be an option before you even start the game. Star Control 2 was a fairly hardcore game, I'd be sorely disappointed if I came in to the reboot and everything was handed to me on a silver platter, but at the same time, there should be concessions for the casual players if they indicate that that's the experience that they want. HOWEVER I don't thi

81 Replies 127,110 Views

[quote who="IBNobody" reply="14" id="3606590"] Quoting TheUr-quanMaster, reply 12 From what I see here there is mixed feelings btw timed and non timed experiences. Why not have multiple levels of difficulty? On easy there would be no time limet, on hard there would be. That way we can hit those who enjoy a slower, laird ba

31 Replies 35,255 Views

I wonder if this would be a good segue to having multiple modes. IE Casual: No timed quests, less combat encounters, more peaceful encounters, less harsh planet environments. More resources from combat, cheaper parts, crew, fuel, etc etc. Standard: Some timed quests with verbose warnings, average combat encounters, standard planet environments. Standard resources and costs. Hardcore: Random timed quests without warning

31 Replies 35,255 Views

[quote who="Kavik_Kang" reply="3" id="3606209"] I don't really care if it has achievements or not. I never really pay attention too them. They seem to be a record of inevitable milestones. But modern gamers seem to like them and most games have them, so why not. I'd rather have 1 more quest in the full game than acheivements, but if they are expected these days its not like it matters that they are there. [/quote]

5 Replies 7,252 Views

Okay, so one of my favorite things that have come onto the gaming scene in the years since Star Control is the Achievement system. I feel like it could only be beneficial to integrate this into Star Control, but fun ones, not just "hue hue hue, you're playin' the vidja game!" achievements like "Take a Step" or "Fire a Gun". At one point in the past few years, just as a way to rib on each other, my friends and I came up with some achievements for SC2 that I'd like to use as example

5 Replies 7,252 Views

[quote who="Kavik_Kang" reply="15" id="3605112"] ...and space hockey (FrumpleBall???) is just so perfect for the Star Control universe[e digicons]:)[/e] [/quote] The word you're looking for is "Frungy". :P

19 Replies 38,856 Views

[quote who="Drakkens" reply="8" id="3604210"] The comment about "no resource management" seemed to be linked to the comment about avoiding making SC into a strategy game. I'm at least hoping that there is still some sort of "find valuable somethings" on a planet's surface. I may be weird, but I remember the excitement of stumbling onto a Treasure or Ruby world, and braving its surface for some shinies. Though, to be fair, I immediately turned those into Shiva Furnaces,

28 Replies 113,170 Views

The base building and crafting things mechanics were based ENTIRELY on the most popular mods for New Vegas and Fallout 3, which is probably one of the most touching love letters from Bethesda you can get right now. (Also, those elements are entirely optional ;P ) But that's not the point. The point is that we want this STAR CONTROL game to feel like Star Control, right? Well then, sure. There's lots of little things that we expect, like beautiful, quirky aliens that feel alive

55 Replies 132,581 Views

Oh hai, guys :D I'm Vol (pronounced "Vawl"). I'm 26, my dad was an Accolade employee back in the day (right up until a month or two prior to the release of Slave Zero). Spent at least...2 months out of the year until I was 8 living or sleeping at the studio. I learned to read specifically to read the guides for Star Control 2, and then THAT further expanded my vocabulary. My sidewalk chalk drawings as a child were star control battles. When I was 11, I started making a boardgame using

47 Replies 82,401 Views

Personally, I feel like this could be a GREAT opportunity to expand on races that were merely mentioned in passing by the Slylandro, Melnorme, Orz, and Arilou (and rarely, if ever, by name!). I know they want to keep this "Sideboot" separate, but even having a new race mention the Ur-Quan or the Taalo would make me feel warm and fuzzy. :D

42 Replies 62,634 Views

[quote who="Awkbird" reply="11" id="3603964"] But what if the level of challenge continued to escalate as your ship got more powerful? For all the things SC2 got right, this is something it never did. What if your enemy steps up their game as well, and suddenly the ultra-powerful flagship you thought was unstoppable was suddenly subject to new forms of attack by multiple ships simultaneously? Or perhaps enemies begin utilizing different attack methods against you with more pow

55 Replies 132,581 Views

[quote who="Lone_Utwig" reply="6" id="3604295"] 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

28 Replies 77,582 Views