[quote who="IBNobody" reply="47" id="3657023"] Quoting Khronobomb, reply 43 I would rather have tactical flexibility on the current ships rather than have a bunch of extra frivolous and tactically limited races to play. Don;t get me wrong, more races are welcome but not at the expense of innovation. I love SC2 but its over
Volusianus
[quote quoting="post"] We know that StarControl will have extensive modding support. What isn't clear is what core concepts are supported "out of the box". Specifically things that aren't(?) needed for the StarControl campaign/story - but may be pivotal for custom games. Can we get a word from the devs with respect to these concepts: XP gain / leveling Ability / skill sel
[quote who="ShadeDark" reply="3" id="3656510"] "Well, firstly... SO happy you guys got the guy who did StarControl 2 OST! the songs never left my mind! i remember each one! [e digicons]:)[/e] and the main theme sounds amazing!" [/quote] One of the guys who did the SC2 OST* There were ~6 people involved in writing the soundtrack for SC2, give or take. But yeah, Riku did the lion's share of the work. (Sorry, I'm just kind of a music geek :P)
Admittedly, Netplay wasn't exactly perfect in UQM either. I don't think much of a community sprang up just due to how much of a hassle it was, but it was fun the first couple of dozen times I used it. Nothing like actually sitting down at the same keyboard and fighting over who got the left side of the keyboard.
[quote who="maanvis26" reply="41" id="3656400"] Hello! I've just joined here, but some of you may know me as *Angelfish* on one of the old forums. I've been a star control community member for quite some time now, I remember posting on the old star control forums waaay back in 1999 [e digicons]:)[/e] . I played Star control 2 somewhere around 1996 I think and it is still one of my favorite games of all times. I'm glad that forgboy's clan h
(1) Riku. Riku, Riku, Riku. My heart melted a little when I heard that riff from the SC2 intro. I was well on my way to remixing that exact track, but now it feels pointless because you've done it perfectly (that's even the direction I wanted to go with it). Thank you, so well done. (2) I really enjoy the lore as it's been presented so far. I was legitimately (and pleasantly) surprised to find that we're keeping the Androsynth story nearly intact. I mean
Everything in video games is fake, Kavik. Every little detail. I'm not sure what the point you're trying to make is.
[quote who="Awkbird" reply="9" id="3655892"] ^ 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. [/quote] I agree whole-heartedly, but I almost feel like this probably falls under the same category as the underwater exploration we had suggested earlier. I'd love to
Update: Don't call these guys hostile, or brutal. Don't steal from them, and ESPECIALLY don't lie to their face. But feel free to kill their best friend, because the THRADDASH THEME IS UP!
[quote who="Pyro411" reply="17" id="3655368"] Hmm how about the explosion that destroyed the Sa-Matra tore a massive hole in the fabric of space, time, and the 4th wall which not only splintered SC:3 off into a different universe but threw us "The entity at the other side of the 4th wall" back in time to before it all happened to attempt to re-shape the passage of time and hopefully allow us to not raise so many death flags. "Yes somewhat of a dead pool reference there since h
Not to undermine your point, but part of the reason the strategic view was removed in Beyond Earth was due to the underwater and orbital layers. Underwater content didn't come with release, but it was in the roadmap, so they still made decisions based on that. But yeah, I agree for the most part.
I think there's actually merit to having a 2d exploration map. Not an entire mode, but certainly something for minor tracking. I think having it be optional would be best. Hell, it could even come in a free patch.
I've said it before, you can't stop stupid. It's just a fact. There's worlds full of dumb players, but you're failing as a designer if you're not allowing them to fail.
I've never once said the old system needs to be removed. Why can't we do both? It's not a strain on resources at all, because combat is the same regardless.
[quote who="IBNobody" reply="72" id="3655130"] Quoting Volusianus, reply 67 Just because I'm not using the mouse doesn't mean it can't be broken. Don't need to be literal here. Is the concept of broken peripherals due to rage completely foreign to you? <
[quote who="HenriHakl" reply="1" id="3655089"] I just wanted to let you know that my first instinct on reading the topic title was that there was a hidden bar/lounge area for the crew that would be in game. A place to relax and chat with your alien associates. Possibly with an arcade machine where you can play SC1. [/quote] I don't think this WAS in the works, but it totally should be now.
[quote who="IBNobody" reply="66" id="3655072"] Quoting Volusianus, reply 62 Who the hell said anything about a mouse? If there's support for it, I will play with keyboard only. Stop putting words in my mouth. You did. <div cla
[quote who="Kavik_Kang" reply="60" id="3654994"] Actually there are several activities that are actually addictive, FPS games are as well. And there is an actual psychological term called Pattern Recognition Addiction, I noticed it because I had coined the same term to describe the effect these old arcade games have that made them so addictively fun. It's all actually related to hypnotism, some of the same principles apply anyway. I never said you can't hav
[quote who="IBNobody" reply="61" id="3655012"] Quoting Volusianus, reply 50 Right stick? I refuse to play this game with a controller. That's heresy. Edit: In addition, snapping camera controls piss me off to no end. No, that won't make me happy, that will cost me a mouse. t(-.-t)
No one activity is addictive. One has to have a predisposition for addiction. But you know what? That's not what this is about. What's so hard about simply saying "I don't like free-form cameras"? Also, for your information "Pattern Recognition Addiction" is not the term. Pattern Recognition is certainly an attribute of the brain, but that's like saying "Communicative Cognizance Addiction" or "Network Inhibition Addiction". Just because you use an actual
That's true, but that doesn't change the fact that a good player will account for that. It's not "I need to turn this many degrees and fire after this many seconds", it's "This feels like it did when it hit before. F***ing fire."
I'm calling bullshit. If you know your ship, ie if you are good at using that particular ship, the camera angle doesn't matter. If the camera angle impacts your performance, you're just bad at the game.
[quote who="Kavik_Kang" reply="51" id="3654964"] Enemy AI is easy in this type of game and can be made to be very challenging. It's allied AI that is a hopeless cause. 2v2 and 3v3 multiplayer will work fine if 1v1 does, no separate balance is needed for that. I've also mentioned before something that I think gets overlooked... 3-way fights/scenarios are particularly interesting and work very well in top down space combat. So even if they are only doin
[quote who="IBNobody" reply="48" id="3654937"] Quoting Volusianus, reply 47 Here's the thing, I have the feeling many of you are anticipating some sort of crazy "smart" free cam that will constantly be fighting against you, and I don't think that's the case. If any of you have played World of Warcraft, for exam
Okay, which one next? VUX, Thraddash, or Utwig?