[quote who="maanvis26" reply="40" id="3660354"] Quoting IBNobody, reply 38 Good questions. Keep them coming. Even though I know that we are just going to be ignored (again), we can still keep trying. Never give up! Keep... On... Squeaking... Again? How much times have you been ignored? Do we n
Volusianus
Did you listen to my Androsynth theme yet, btw?
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?
I think the new avatar is a jade spirit? Could be wrong.
[quote who="cuorebrave" reply="113" id="3660162"] And now for the swan song... I knew I was right. I knew it to my core. I just had to get to work to retrieve it. I keep it on my bookcase. Does anybody else have the ORIGINAL, physical box with (4 floppies) for the PC MS-DOS game from 1992, that so easily proves my point? I didn't think so. Reduced 62% <div clas
[quote who="maanvis26" reply="93" id="3660076"] SC2 doesn't have the branching paths that RPG games have, and when you have the Chmmr upgrades everyone's flagship will look the same instead of a character specced for damage, defense, magic or healing [e digicons]:)[/e] . That's why SC2 is not able to compare with that. Mass effect 3 and 2 do a way better job at that, with different classes and really different choices. But almost every sc2 playthrough is
That may be true, but having a series of yes or no decisions gets boring very quickly. That's part of what I despise so much about Skyrim. Most of its dialogue choices are "Yes." Sometimes you don't even get to say no. That's not a roleplaying game. The most RPG RPG to RPG was imho New Vegas, simply because the simple decisions you made early in the game created exponentially more and more choices the further into the game you went. Traits mattered, stats you had mattered (and tha
[quote who="Kavik_Kang" reply="77" id="3659827"] Quoting maanvis26, reply 65 Speaking of, I'm a huge fan of RPG games but there are rarely and space RPG games where you play (and fly) as a ship captain, know any goodones? I used to like the SSI Buck Roger's RPGs... but they are very, v
[quote who="maanvis26" reply="70" id="3659799"] Quoting Rhonin_the_wizard, reply 67 I don't see the comedy or slapstick in the scene most of you are talking about. Maybe the dust cloud could be smaller. For all we know that Tyworm is dead. <br
So first off, I'm glad that the roadmap is getting updated to account for the recent delays. I appreciate the animatic, but I'm not...super sure what's going on. Like, I get the basic concept, but it honestly seems a little pointless atm. In addition, the pacing is a little fast for my taste. My interest was immediately piqued when the Microverse system was revealed. I'm super excited to start modding this already :D Fonts are also something I'm interes
[quote who="Hunam_" reply="8" id="3659381"] Quoting Pyro411, reply 6 20/20 vision last I checked. However true my eyes burn like mad if I try to sit and read a webnovel or dialog heavy game for any extended period of time. I'm not
[quote who="cuorebrave" reply="20" id="3659504"] Quoting IBNobody, reply 19 Quoting cuorebrave, reply 17 I swear, in the
Update: What did you say I look like? WHAT KIND OF MONSTER DO YOU THINK I AM? Captain, you WOUND ME. The VUX theme is up! I know it was a little late. One might say it was...limping in.
Actually, it depends on which version of Directx 11 you have. Like I said, with 11.1 and on, support is fuzzy and they can't guarantee a stable experience on Windows 7.
Nitrous runs on Directx 11 and higher iirc. Which means it will only KIND OF run on windows 7. 11.1 is where Win 7 support got a little fuzzy, and you'll get better performance from Win 8.1 or 10. Sorry, brotato.
They're planning on expanding the roster with dlc and expansions, iirc.
Right, see, if you just cut every mention of Subspace from what you just said, we'd still understand it. We don't need to know where the concept came from. If it's a good mechanic, it makes sense regardless.
[quote who="Kavik_Kang" reply="63" id="3657834"] It worked very differently in Subspace, it has a feel too it that primitive "exploding into bullets" version doesn't have. It would be a mistake to ignore all that was learned from SFB and Subspace in making the supermelee, although starting over from scratch and re-inventing the wheel is certainly a tradition in the computer game industry[e digicons]:)[/e] [/quote] We're not ig
Update: Captain, I'm not sure how to say this. We're receiving a garbled message from the Corvi constellation. ...Captain, it's the Androsynth. My speculative Androsynth theme is up! Extrapolated from the 6 second victory song, I hope to impress just a little :D
Update: Rough draft of the Spathi theme is up. Super chaotic track, not sure how I feel about it (everything I know about writing music made no sense while writing this).
I think ultimately it will feel weird to have fixed borders in space. Like, I'm able to suspend my disbelief in regards to cell borders in any land or sea-based game, simply because I understand that's a limitation of the tech. However, in space, it just...feels wrong if you can't travel infinitely in a direction (which the wrapping helps).
[quote who="Kavik_Kang" reply="41" id="3657540"] It's not that it is based on SFB, it's that there is a "2D ACM without gravity" that simply exists in nature. We learned it through SFB, nobody else has every really had a reason to identify and learn it. I am certain that their initial ship designs don't all account for this issue you have brought up, since they don't know how this combat environment works (Really? They don't know how their own combat envir
Uh...no. Not at all, no XD
Something that came to mind while working on one of my own projects: As interesting as adding more levels of protection and more mechanics to combat itself would be (I'm not including cameras or local multiplayer or whatever, I'm talking about RAW MECHANICS), a lot of what makes abilities and weapons for ships in Star Control work so well is they's all designed with a single health mechanic in mind: crew. That's it. You start adding armor or shields or ablative plating or what
Snipped. Spec updated later.