[quote who="Kavik_Kang" reply="25" id="3696914"] I don't want to repeat things I've been saying for the last two years. You should read my earlier posts here to understand the true nature of the situation. What I am saying is based on about 40 years of actual experience with this subject that comes from a table-top game called Star Fleet Battles, and in this case a concept we call the Kaufman Retrograde. It is counter-intuitive and most people have a problem with it at
Draxynnic
[quote who="Kavik_Kang" reply="21" id="3696751"] Asteroids are the traditional "walls in space" within this genre. It's an arcade game, not a starship simulator. I had suggested a "hyperspace bubble" as an alternative, an "interdiction field", but that is limiting in some ways as well. If we made real warships in space, most of their weapons would be facing backwards. If we have equal ships except that your weapons face forwards and mine face backwards, you almost
Ugh, quoted when I meant to edit. Is there a delete option? EDIT Well, since this double-post is here anyway, let's try to make it somewhat constructive: So, I've been thinking on what conditions COULD create something like what is presented in the current "cage match" battle arena. The requirements for something that could be abstracted into that arena are, I think, the following: 1) A roughly spherical area which cannot be crossed in realspace without taking damage.
[quote who="Rhonin_the_wizard" reply="17" id="3696645"] Quoting Draxynnic, reply 16 Feels more natural than randomly bumping into a perfect sphere of asteroids or whatever that green stuff is supposed to be that damages you and happens naturally in space... never. Check out the <a href="h
[quote who="Kavik_Kang" reply="7" id="3696556"] Brad has said several times that the primary reason for that was to not interfere with Paul & Fred's ability to continue their own universe, and their own story. He also mentioned that he feels as though it is their story, they created it, and in his mind they own it no matter what the law might technically say. He owns it, and could have used it all, but chose not too because Paul & Fred were a big influence on him goin
[quote who="Kavik_Kang" reply="12" id="3696580"] The wrap around map of SC2 is a type of barrier, and the last thing it feels like when you teleport from one side to the other is "natural". It does feel as though you have more freedom, but it also feels strange and doesn't work anywhere near as well as a barrier/wall/arena. You have to do something to make it work as a game, an open map with no containment doesn't work for a lot of different reasons. <br
Yeah, those were all reasons I'd considered. It would be useful to know which was the actual reason, though. I think #1 is pretty much a given. When push comes to shove, the game clearly does not need the original ships (except the Cruiser...) to release, so obviously the priority will be on those that are needed for the SC:O story. We know that #3 is also a factor, but the impression I had was that this was mostly a case of not doing a Kessari Quadrant and continuing their story with
[quote who="amateurspaceman" reply="7" id="3696535"] Pretty sure the original ships aren't an option due to the licensing agreement. [/quote]Legally speaking, I think Stardock has the rights to use them, but they're not using the SC2 aliens because they don't want to step on the toes of the original creators. (I asked for clarification in another thread, but didn't get a response. Don't know if that's because my post wasn't seen or whether it's because it's something they do
I had a suspicion that might have been the motivation. However, the current approach feels totally artificial and creates the situation where the slower beat ships can corner the faster ones up against the barrier, and even without the pilot of the bigger ship deliberately pushing the smaller ship up against the wall, it's all too easy for pilots of faster ships to miscalculate where the wall is and fly into it without warning because of how the camera operates, as long as the slower ship is
[quote who="Kavik_Kang" reply="3" id="3696486"] The wrap around of the original games was just a different kind of barrier. It feels like more freedom, but actually isn't. The last I saw Stardock was planning on having many types of maps, including the original wrap around map they call the "Interstellar Space" map. So, in reality, SCO will have a lot of map variety where SC2 only had one map. This is just the map they are using in the early beta. <
[quote who="UrQuanian" reply="2" id="3696018"] "I would like to see the ability to change what the weapons look like as well" I would not like that at all, see that's exactly what i meant way back in the development phase here on this forum by too much customization, gameplay would be odd if someone fires a projectile that looks unfamiliar to the opposing player for one. It would feel like cheating/un authentic as well, it's like
[quote who="Frogboy" reply="2" id="3695731"] While we don't currently intend to include any ships from Star Control I, II and III into Star Control: Origins at this time [/quote]I'm curious as to the reasons for this, especially since many people will consider them iconic for the melee even if they won't be appearing in the story (apart from the Cruiser, of course). I can think of a few good possible reasons - part of the agreement with FF & PR3, the expectation that the playerb
Here's one crazy thought, if we're looking at a reboot with an alternate timeline... What if, in this timeline, the Kzer-Za were moving just a little bit slower and the Kohr-Ah just a little bit faster, so the Kohr-Ah start making their presence felt first? If this came initially through refugees arriving in their wake, this would present the opportunity to introduce new races - in the form of those refugees. Then, when the Hierarchy does arrive, the Kzer-Za's power base o
I'm not a fan of such 'deckbuilding' in multiplayer. More experienced players should have enough of an advantage without potentially being able to pull things that a less experienced player may never have seen before, let alone have any idea how to counter. On the whole, I think it's important for the 1v1 melee to remain in the game - it's an archetypical part of the franchise. However, I would also love for the chance to see fleet battles involving the different t