[quote who="Rhonin_the_wizard" reply="29" id="3688263"] Out of curiosity will E&I be turn-based, real time or real time with pause? [/quote] The understanding is that it will be realtime and play very similarly to SC:O, just with the ability to command an entire faction in addition to SC:O shenanigans.
Volusianus
Can you guys stop using the royal we? Speak for yourself and ONLY yourself.
You don't need it, but information moves so quickly on Discord that anyone NOT on Discord is going to be left in the dust.
You need to be on the discord channel to get access to the Alpha. I'd post a link in here, but I'd like to get confirmation that I have permission to do that first.
[quote who="cuorebrave" reply="27" id="3686958"] Quoting EmperorZA, reply 25 I'd like to know something about player ship design. When we get to design our own ships, will there be more primary and secondary attacks to choose from, or can we only choose from the attacks of the super melee races in Origins? <br /
Nerf them, buff them. That's a realistic modern development cycle now. Anyone who thinks they'll be 100% perfect out of the box are kidding themselves now (and don't try to say games were perfect out of the box 5, 10, 15 years ago. Games were notorious for having shipped bugs that players just dealt with; we didn't have the luxury of being able to regularly patch games like we do now). You'll never get a better test group than your players, because they'll think of tactics and strategies you
The thing is, scope wouldn't be increased by adding these passives, because the system is already in place in the game in a way (there's modules you can equip that will do basically the same thing for your fleet/ship), it's just currently for the single player campaign only.
I think he means in space, not planetside. Things like space worms/whales etc.
As for my personal suggestions (the actual numbers don't matter at this point): Mu'kay: Your fleet deals double damage when within melee range (that is to say less than a quarter of your weapon's range) Trandals: Your fleet moves faster after taking damage. Earthling: Your fleet's primary weapons have a chance of gaining a TINY bit of tracking every time it is fired. (Beams cannot benefit from this) Tywom: Your primary weapon explodes at the apex
Cuore, the raw numbers were just an example. I wasn't seriously suggesting adding boring stat increments.
So here's the thing: this system is already confirmed to be in place in one form or another in the single player campaign. The point of this isn't to discuss that, because the devs are already working on that. The point is that the chat ended with a unanimous desire to include this system in Super Melee. Why? Because as it stands right now, Super Melee will not hold most players' attention for longer than a few months post release. It needs elements of strategy crafted that will make
During the Q&A with Frogboy today, the possibility of adding ship passives to your fleet was discussed. The idea is that a player can designate a ship as their fleet's flagship, which will give the rest of the fleet a passive buff while it's alive. Example: With a Scryve Battlecruiser as your flagship, the rest of your fleet deals 2 extra damage while the Battlecruiser is alive. This thread should be two things: A depository for passive pitches, and a place to discuss this
[quote who="cuorebrave" reply="23" id="3684559"] Completely balancing 45 ships as opposed to 15? I'd prefer 15 incredible, well-balanced ships than what it would take to make 45 hopefully-not-too-unbalanced ones. [/quote] The other classes of ships won't appear in ranked play, so they don't have to be balanced at all.
I have the feeling that there will be lore significance, but unless I hear otherwise from Brad, I'm going to assume that the only mechanical difference will be crew amounts and ship handling. IE battleships having 1.5 - 2x crew, but being slower, corvettes and frigates having less crew, but being faster, etc etc.
Just a few points here: I want to know more about the Greegrox before I judge them. I feel like the Measured are fine for the most part. I agree that we need to shift away from SOME human caricature, but There was a lot more in classic SC than you might be remembering. Maybe it wasn't so overt, but in dialogue there were certainly things mentioned that...didn't seem so alien. I don't like the current Menk-Mank, but I don't know enough about them to
So after sitting down and playing Super Melee in the current build, I've had time to mull over the current available roster. There's definitely something fun lurking somewhere in the void between the parts we've been given, but it's not quite there yet, and that's okay. It takes iteration to get anything worthwhile crafted. I also took the liberty of tweaking some of the ship XMLs, and here are my thoughts so far: <span style="background-color: #800080; color: #cc99ff;"
I'm going to be honest, that looks kind of meh to me.
[quote who="Ishaan0001" reply="15" id="3681338"] A note about navigation/galaxy map: There's a problem with having to discover the galaxy as Origins happens in our own galaxy, and we already know where all the stars are. We might have missed some brown dwarfs, black holes etc but generally the map is known (SC2 was the same). so just putting the question out here.. What would be those things that would need to be discovered by free form navigation? [/
" If you click on a star system you can auto pilot to it (if you know of it) and set the pacing in which time passes." So does this mean that if you haven't discovered a star, you have to manually navigate to it? If so, that's awesome, and exactly what I wanted.
I agree. Without reiterating too much of what was said on discord, Hyperspace was part of what made the galaxy feel so huge. It doesn't matter if you can only see a little bit of it at a time. The fact that the star on the opposite side of the galaxy might take up to 30 minutes to reach versus the one right next to you taking a few seconds adds depth and breadth to the galaxy, and breathes life into that vast emptiness of the starmap. It gives it relevance. If you're going to wr
The Discord is only for keybearers atm, afaik.
Super melee was, in short, both the competitive and casual player versus player combat experience for Star Control. Of course, you could pit yourself against the AI or even make the AI fight itself, but it was primarily for pvp. It's a big deal because that's where one can demonstrate skill and aptitude in the combat system of the game, because ultimately the AI will get probably get stale very quickly, being fairly predictable as AIs are wont to do.
http://wiki.uqm.stack.nl/Main_Page Would be a good start, I think. http://sc2.sourceforge.net/ And this is where you'd get the fan made port of SC2, also colloquially known as "The Ur-Quan Masters (UQM)".
[quote who="shadowcaster7872" reply="61" id="3672446"] I don't like shadows, baked shadows are usually part of objects so there is no point to having soft shadows, extreme shadows or shadow kings that chase your doodle. Things I would like to see: - I hope they add a Shakespearean alien character designed to bore you to death while sneaking off with your treasure trove. - Flying Spaghetti Monster yes this should be a race [e digicons
You know, I'm totally okay with Quasi-space being reserved for a future expansion. Hell, if that future expansion is waiting for Paul and Fred's approval to make it so that the Origins universe is where the Androsynth ended up after their IDF experiments? 110% behind that.