Hmm, I think I like the idea of maybe having blueprints for flagship upgrades. If it's extended to the regular ships as well though, seems like it would be possible to put players into dead ends where they're not able to fight, or explore anymore. And it would limit different play styles. If it's just for the flagship (or maybe just the higher tiers of the flagship) seems like that would make it a special goal, rather than constant maintenance.
TheEchoInside
Ah, thanks IB, I must have missed that. And while the line, "writer for Cracked" fills me with dread and horror, it looks like his novel actually got rather good reviews... So, that's nice/a good sign. Might need to pick that up, if I can. And ah, thanks as well Razor. Searched for the link to listen to, which is this, if anyone else is interested: http://gdcvault.com/play/1021863/Classic-Game-Postmortem-Star
TheUr-quanMaster, t he thing is, Star Control is different things to different people. There's a whole big and passionate debate in one of the other threads between whether Super Melee or the Story Campaign is what made Star Control great/have such longevity, and what should be the focus for the remake. But, my thought is that Star Control is more than the s
[quote who="Xenove" reply="4" id="3606445"] And if Stardock also owns the assets released under Accolade that means that they can bring back the aliens from SC2. Because aliens and artwork are assets (and in a sense so would be the storyline for SC2). [/quote] Can't answer any of your other questions, though I really do hope Paul and Fred are genuinely and solidly looking to continue the series, but just to address the above,
Would recommend reading page 4 of the pdf, as it goes over some of the history and who owns what. Unfortunately, copyright/IP law is a mess of a beast (and is actually likely to become more of one, because of the Trans-Pacific Partnership). It doesn't generally follow any degree of common sense, so you can actually have situation like you describe, where entities only end up owning parts of things, even if it seems like a "single" thing. And that seems to be the situation here, too. Becau
As I understand it, it's that Paul and Fred didn't want the "Ur-quan continuity"(exact words in the pdf)/timeline interfered with, and that they want to go back to it at some point. So, not just the race, but the entire continuum they're involved in. It's not that you're entering into an alternate dimension as part of the story, it's that everything is already in an alternate universe at the start. There happens to be Earth/humans, but everything else is different. "Op
If you check out the Vault and the pdf in the zip, it gives an estimated timeline on page 7. For the initial tools introduction, it says February 2016. Nice and soon, which will be great! :) *Edit* Though it looks like we don't get actual code until April, just to be clear.
Hmm, can't dislike the thought of fleet variation, but think that would probably put an exponential load on the devs, in terms of making additional assets and trying to balance various abilities/etc. Though a compromise might be perhaps linking your flagship to your fleet in terms of ability. E.g. If you have a certain upgrade installed, it would increase the firepower of the Shofixti main cannon, at the cost of halving the explosion ability. That might allow for some tweaking/
Have to say the no-wrap around does potentially worry me as well, but I think Kavik pointed out many elements of why and how to compensate for that. The other side of the coin on a fixed size map though is "turreting", or basically keeping still and turning only. In SC2 my end fleet was mostly Spathi, Pkunk and Supox and anything else was mostly to handle special cases like the Sylandro. With those ships, the wraparound was potentially risky if you got your angle wrong, but i
Star Control, Didn't you mean to ask about flowers? Edition. Or SCDYMYABF for short, which is also the Spathi word for "small thing which may make a terrifying impact".
Ah, introductions. I'm a wannabe game dev and artist with a really weird assortment of professional backgrounds. SC2 was, of course, one of my favorite games growing up, to the point that when I lost the map, I could recall most of the stars for passwords from memory. Was actually a bit of a fluke that I got to play SC2 though, as it was released while South Africa was still under apartheid (there was censorship and outside tech/media only trickled in). Playing the story while thinking ab
Note: It's been a bit since I played through SC2 so I might remember things wrong, apologies in advance. And I'm also assuming that "no resource management" isn't including things like fuel/crew/RUs/rainbow worlds, etc. That the main ship makes planetfall/is the only avatar (based on that you're meant to go seamlessly from space to planet). And also going to use SC2 races in examples, since "race X" gets confusing fast. So, back to the title. I think it&