[quote who="IBNobody" reply="9" id="3617980"] No, see, that's exactly what I don't want. During an amoral, selfish play-through, I might do some nice things like help an old lady across the street. Why? What if she has a reward for me? If I find out that she had nothing to give, though, I might shove her back into traffic. }:> If I were playing "evil", I'd shove her into traffic before even getting past the first dialog choice. [/quote]
Xenove
Hello didn't my 2 cents would would create a flurry of posts. That's what I call a good investment! [e digicons]:star:[/e] I like the idea that the minerals are scanned but not identified. In my mind the special minerals would be of 2 kinds. 1. Concentrated deposits of high value minerals can be used as a source of money. - If you have been wasting money around or not exploring enough planets and
Will there be different levels of tech for scanning? Perhaps some special minerals or deep core deposits would need more specialised scanners to detect properly? It is not a problem that the tech is not there but rather in costs. A very powerful scanner would cost much more and perhaps need more resources to operate than a simple one that only penetrates 1 km into the ground uni-directionally (in a cone) or omnidirectionally (circular area
A good way to provide more gameplay without the multiple endings is to have just 2 endings. A good ending and an evil ending. So in one storyline you are aligned with the "GOOD" guys whatever that maybe. You can reply it by doing the storyline where you are aligned with the "EVIL" guys (apparently). That would simplify storylines and make the gameplay and options much more meaningful and would reduce the ambiguity of
That's true. Some ships main advantage may be the fact that they are not affected by inertia. And big ships with more firepower and health may be affected by inertia much more strongly. So toggling inertia off would only benefit those ships that are heavily penalized with greater susceptibility to inertia. Unless that is the whole point of your request is to fly humongous death stars like Arilou skiffs....
[quote who="Kavik_Kang" reply="10" id="3617356"] "HyperSkip" [/quote] If you had played Xenon 2 you would have seen that skill being used in a similar manner way back from 1989. It does not cloak but for all purposes it does the same thing. If I remember correctly you could "dive" into the background and avoid enemies and enemy fire and come back after a certain time or by command. Haha... ta
[quote who="Maogan" reply="19" id="3616894"] Sweet! I vote we rename Sol "Home Plate." [/quote] Or we can rename it LOL. Basically reverse engineering what Vaelzad said this is what the new game will have. [quote who="Vaelzad" reply="12" id="3616778"] What are we not using... We are not using the story and races associated with the Ur-quan storyline.&
[quote who="Volusianus" reply="6" id="3616722"] Something something monkeys and typewriters [/quote] ?? Alternate universe... Anything anything sea-urchins and slime trails. Just know that all weapons appearing in SC are not unique and the concepts certainly not owned by Toys for Bob. There are many precedents.
As I mentioned in my previous post it should not be totally random events that makes you scratch your head and ask "why now?". The player should almost always be aware of the inherent risks. For example, you can utilize a new hyperspace dark matter jet engine that increases hyperspace speed by 15% but the downside is that there is a chance that the jet engine can clog up in interstellar dust so if you travel through a nebulae there is a 30% chance that the engine will clog up
Unfortunately I believe that over half of the budget will go to waste in alien designs that are scrapped because lawyers will deem those aliens to be humanoid (or too similar to SC2 aliens) and therefore in breach of contract. Then another half will be wasted in "fixing" the game because the story line is seen as affecting SC2 continuity. [e digicons]:rolleyes:[/e] [e digicons]:([/e] [e digicons]:S[/e] [e digicons]8O[/e] [e digi
Maybe if Cuorebrave removed his eyepatch it would increase his Charisma by 20%......
Ahhh... Reunion... should be pretty much abandonware now.... you can probably download for free.... Just make sure you have dosbox or something... this is only another great game that could do with a makeover! I just remembered that there is this magical little game that truly is worth playing if you haven't already. There is no game quite like it. You just have to play LOOM!
If you talk about classics you also need to add Commander Keen and Rick Dangerous as well as Lost Vikings 2 and Lemmings and.....
If you were using a game guide (walkthrough) meaning that you knew all the options and story and do not stop to read stuff then the gameplay should be at least 30 hours long. If that is what you call the story then yes I agree with poster before me saying 30 hours for the story. But no one can play a game as if they were reading from a walkthrough (unless they actually are). So with exploration, management of all kinds (crew, inventory, stats, etc), battles, and just pl
[quote who="SavageMind1" reply="34" id="3613007"] Multi path endings are cool but in the end state there is a desired outcome that the designers want for the game players. [/quote] That's the sliiipperyyy slope the last games of ME went through.... [e digicons]:-"[/e]
[quote who="IBNobody" reply="27" id="3612858"] There was an alignment system in SC2. The aliens remember if you piss them off. [/quote] That's not alignment that is a Reputation based system and is separate from your alignment albeit with some overlap. Reputation is usually localized while Alignment is world based. Your reputation (good or bad) with the Pkunks would not affect your reputation with the Ilwrath that greatly.</p
[quote who="Xenove" reply="29" id="3612819"] The difference being is that a rich billionaire invented the warpdrive and not all of humanity pooling resources. [/quote] Hello I think you are misquoting. In Star Trek it is some rich guy who develops the warp drive. I think there is some history saying he is actually from Alpha Centauri. A spin-off colony from ancient humanity (whatever that means). In SC2 it is as yo
Overthinking maybe. But Star Control is not an RPG. And do you want to put an alignment system in Star Control? If regardless of what your choice or action is the ending is "funneled into one single path" then what is the point of choices? [quote who="IBNobody" reply="24" id="3612842"] Or, you may have it where the opening of the second game funnels all endings in from the first game and puts them on a single path. [/quote]
It's interesting how you rarely see fedex, fetch, kill quests in movies or in tv shows. And in that sense you don't need fedex, fetch and kill quests in games. For example in Adventure Books (Choose your own Adventure series of games). Fetch, Fedex, and kill/protect are not even part of the game play. The game is about options. Sure, the story can lead you to kill/protect someone or deliver a parcel. However that is
Also if there will be 3 SD SCR games and say you make 3 endings for each game then do you know how much writing that would require? 1st game: 3 endings. 2nd game: 3 beginnings 9 endings. 3rd game: 9 beginnings 27 endings. Each ending must lead to a unique ending in the sequel if not then story-lines will coalesce making the choices you have made so far redundant. For ex
The whole idea of humanity's first ship boldly going where no man has gone before and making first contact. Well maybe Trekkie was too harsh a term to use. But to me it feels like something I from Star Trek. You know that the first warpdrive ship from earth was going to Alpha Centauri (it is the closest star so little choice there... I think) and the warp drive signature alerted the Vulcans and first contact was made. Hence me expressing its Trekkiness...</p
[quote who="cuorebrave" reply="24" id="3612227"] We humans finally developed a ship able to make small jumps, maybe to the nearest system, Centauri. We pool all of humanity's resources to build just one ship. We make the jump and get to Centauri - only to make first contact right away... [/quote] Nice but too Trekkie....
Well I hope they have monastic otters.... <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBxMSEhUTExMWFhUXGBcbGBcYFxgXFxoXFxgYFxcWFxgdHSggGCAlGx0XITEhJSkrLi4uFx8zODMtNygtLisBCgoKDg0OGxAQGy0lHyUtLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLS0tLf/AABEIAQQAwgMBIgACEQEDEQH/xAAcAAACAgMBAQAAAAAAAAAAAAAEBQMGAAIHAQj/xAA6EAABAwIFAgQEBQMEAwADAAABAAIRAyEEBRIxQVFhBiJxgRMykaFCUrHB8BQj0WJy4fEHFZIkM0P/xAAZAQADAQEBAAAAAAAAAAAAAAABAgMABAX/xAAkEQACAgI
[quote who="Volusianus" reply="18" id="3611541"] ......... already established that it's starting before SC1's timeline...... [/quote] Yes but they didn't say how the storyline is supposed to start before the SC1 timeline. My storyline still fits with the premise of starting before the SC1 timeline and OPs question was, "How would you like your new Star Control story to begin?". So my storyline is perfe
While going to an earlier part of history to create a new story or game is good it has to be done carefully because it can create a disconnect between the ending of SCR and beginning of SC1. Also what made SCII exciting was the precursor ship and outfitting it. Having a "unique" ship [e digicons];)[/e] , upgrading it and saving the universe. But going back before SC1 timeline? When earth only had those missile ships like the Tobermoon? And how can you create a story whe