Can we stop with the MK I, MK II and MK III? That's specifically what we're guarding against! They should have names all to themselves. They also should be descriptive, not just a string of numbers and letters or acronyms (px-10F, HDM, etc, those mean nothing to anyone), and lastly they should have something to do with what they're boosting - so people can identify with the module. Just thinking out loud here - Hyperdrive modules: Dimensional Shifting Pulsar or Photon Displace
cuorebrave
I've been moving to a new house the last few days, so I think I missed the boat on the whole quest recommendation thing. So I'll just record it here, in case no one reads that anymore. XVI: (By Cuorebrave) The Lost Colony I imagine a race of practically tribal, planet-trapped creatures of great potential power, good adaptability, free-thinking, high intelligence - Except every period of X years, their planet’s orbi
Inferno - every single one of those ideas is pretty damn incredible. OMG, I want this so bad now. The final dinner bell calls crew to a roast death!
So we've been talking on the Discord about Fleet Battles, and an idea arose there (that's arisen before, but hasn't gotten much response), that a few of us were expanding upon, and I wanted to post it here, so it doesn't get lost in endless Discord chatter. Persistent Fleet Battle Wreckage Pyro started the concept back up, with a random comment: "However I'm the crazy one who would love to see the remnants of ships left behind in fleet battles to alter how the ba
I came on here to say what Bleybourne just said up there. SC2 End Credits were hilarious and fun, fourth-wall-breaking interviews with the cast. HOWEVER, and this is a big "however", it very well might not work as an intro, since we had the whole game to come to know and love the Spathi, Syreen, Pkunk, etc. We knew their personalities, their quirks, and at the beginning of the game "we" know nothing of the alien characters, and also don't want to give them away. The poin
Inferno is right on the money. Dude, again, Inferno - you know exactly how to make the Star Control game we're hoping for. Humans spending time to research things is straight outta 4x territory. I agree 100%. Star Control is about being a space cowboy, adventuring in the wilds. Like you said, Serosis, we agree on most things, and I respect your opinion and knowledge, but Star Control's place is on the frontier. The wild lands. The half-made world we've never explored before, a
I'm sorry Serosis, but literally no one wants that. This game is about your interaction with aliens. Not how awesome and technologically advanced humans are.
I heart Inferno. Brilliant. ∆
Can I just mention here that turning BIO units in at a generic, automated precursor starbase is FAR INFERIOR to turning them in to a mysterious, neutral race of space traders that may-or-may-not be an ancient advanced civilization that narrowly escaped certain death at the hands of the marauding Kohr-Ah's Eternal Doctrine, re-branded themselves, and now instead of having a homeworld, orbit all the SuperGiant stars in this sector of the galaxy... and maybe beyond? Whew. That was a mout
@Hunam, I hope they include the long genus/species/etc name of the Pinthi, so you don't have ALL 2-syllable names. pinthilonicus gastrophylae or something like that. That'd be cool.
[quote who="Hunam_" reply="8" id="3702173"] Though it's not dark enough for bad Pinthi... Unless they're not bad........ [/quote] I feel like, by their nature, they're considered "bad", like a Great White Shark. But a shark doesn't WANT to be bad, it just happens to want food and people is food. The Pinthi are probably some real nice guys..... that happen to make you bleed from every orifice until your heart explodes.
1. Art Style Okay, with that first picture of the 2 art styles, you did in a pic, what I've been trying to explain for MONTHS. That sums it up, perfectly: Art Style 1 is silly cartoony art. Art Style 2 is REALISTIC cartoony art. No one would ever mistake it for a photo, but it's not all giant heads, long necks, spongebob stuff like Art Style 1. And that's definitely more of the style we want to go for with Star Control.<
Who's THAT guy?! EDIT: I love him. I want him in the game. EDIT AGAIN: Are we supposed to try and figure out who that is? Let WHAT begin?!?!
[quote who="Serosis" reply="4" id="3701816"] Also, the purple is starting to really wear out its welcome. [/quote] I too, would like to see a bit more dark black when you're in a solar system, at least. There appears to be a sort of purple haze over everything in those screenshots. Dark black, with some striking nebulae.
Gorgeous frogboy! Love everything here!!
EmperorZA - false. Star Control 2 had story-triggered events that you described above. The crew price went up if you sold crew to the Druuge, a choice you made. The crew price dropped if you found the Shofixti maidens and delivered them to Tanaka. The Slylandro spawned more and more, because of story reasons - you let a self-replicating probe fly around unchecked and it's going to self-replicate. But find its origin, take a leap of faith and enter the orbit of a gas giant (which
[quote who="Frogboy" reply="40" id="3699879"] IF all goes well, a handful of *volunteers* who don't mind looking at the sausage factory that is story creation, will be playing the adventure game with enough time for us to not just adjust the story but also have as many reasonable alternative paths as possible. [/quote] I absolutely want to be in there. You don't want just the people who agree with you hashing this stuff out. You need people who will call out issues as they s
[quote who="Rhonin_the_wizard" reply="37" id="3699871"] Challenge accepted. I will have to be a little vague since I don't want to spoil too much. [/quote] Rhonin, you're alluding to an incredibly complex, story-driven, plot-filled, impactful end game, where you can even decide whether to execute or save the remaining Scryve civilians across the galactic sector. The only thing mentioned to US was that if you kill a Tywom, bounty hunters spawn... and that there are ra
[quote who="Ishaan0001" reply="27" id="3699809"] 1. open world generic mechanics are boring. Random events are boring. all those games that let you keep playing after the story ended - boring. [/quote] I think Ishaan encapsulated my pages-long argument into two sentences. Sorry for droning on. I should have just said this. Please keep in mind: Open world generic mechanics are boring. Random events are boring. All those games t
Rhonin - what don't you get? Yesterday, Schism was going on and on about how there are going to be tons of things to do AFTER the game ends. To keep people playing after the story ends. Freighters, bounty hunters, pirates, quests... Think about how that's going to work for a second. Are the designers going to handcraft infinite well-done, story-motivated quests for people to play for hundreds of hours after the main game is already over? No, Because that would be impossible. So what's
My God, this may be the second or third time, ever, but I wholeheartedly agree with Kavik. We may be the only two members of the Old Guard left on this forum. WHOLEHEARTEDLY AGREE WITH KAVIK. Yes, I said it. I came here for STAR CONTROL. I came here for THAT game. For THAT experience. I didn't sign up to be a $100 founder, to get in on making the next generic Space Trading Game. I want the STAR CONTROL experience, and you're losing sight of that. No, maybe not losing sight - y
Star Control is 100% about saving these little guys. Quests where your decisions matter, with irrevocable, permanent outcomes. Excellent work, Pyro.
You're right Rhonin and Kavik - because, guess what? If I arrive to a Urea World? I don't even want to bother with a scan... Forcing me to scan is the WRONG thing to do.
What about your phone? Could I successfully steal it with no password?!? I think the final takeaway is this: We are both special, opposite cases. I doubt most people would even think of the button one way or another. But that doesn't mean we can't be brothers.
Point defense is automated, because there would be too much going on on-screen for the player to ALSO shoot at every missile, troop or projectile coming your way. On the scanning screen there's literally nothing to do besides click scan and land. The point I'm making, that you're missing is - taking the "manual" part out of playing a game just means there's less things for the player to be involved in, in the game. It's like VR these days, if you played any VR games - In a game like D