That's funny, I've actually felt that the GalCiv clones were more about war than peaceful building and exploration, but maybe those are our play styles! I'd love to have turn based games that were very exploration focused, but I'm not sure I've found one that really hit the spot.
sendingsignal
sure, though it does have the danger of ending up managing a bunch of "+1s" and min/maxing yet another area (diablo/loot rpg style). So I was almost thinking ship members in a more roleplaying / adventure game sense.
It does seem like 4X may be the most popular in the space genre. I did really enjoy FTL and played it a couple times through. I had GC2, but haven't been able to get GC3 yet (I know I should!). I'd love to play GC2 again but when I tried the UI felt too dated, hard for me to get into after all the leaps made in the past few years. I know, this makes me a terrible strategic gamer. The thing that I miss in 4x games is the story/characters being really uniq
I actually own a ton of space games on steam I've never gotten to. I know nothing will truly scratch my star control itch until this is out, but maybe some can acccomplish parts! What games are good for space combat? What games are good for exploration? What have unique alien creatures and exciting plots? What are you going to play to scratch your sci fi itch while you wait?
[quote who="Hunam_" reply="13" id="3603948"] Quoting cuorebrave, reply 10 Super happy to be involved. Glad to see some humanoids got in here, and even more glad to see the design doc state that there will be NO HUMANOID ALIENS ALLOWED! Weeee! No humanoids - meaning no t
I like loot, but I think it would be nice to avoid inventory tetris in this game. After all, I should be able to just have a cargo hold, not some pockets like a diablo character (deep, halberd holding pockets, but still.) So what I think would be the most satisfying is - standard loot like gains to various materials needed to manufacture stuff - standard loot like money and the periodic rare loot - ship members? - new ship pl
I think it makes sense for branding purposes that it's just called Star Control, I get it. They want people to feel like they can just pick it up and play it - for the vast majority of people this will be their first time being exposed to star control. We're hoping for a mainstream breakthrough, right? I think there's a ton of potential here as a downloadable title on xbox, etc. So assuming that, not giving it a subtitle or a number is a great idea. Pe
I think more boss and unique ships are a cool idea. My ship gets to be customized with personality - why shouldn't I run into other personalized ships out there? Battle fleet leaders? Smuggling ships with unexpected abilities? Pirates with bigger than sustainable cannons strapped on? I think I saw another thread that looked like it talked about this, I'll see what people are saying there.
voted. I like polls. I think it's not a bad way to get at a glance feedback. I also totally respect their ability to completely ignore feedback. I'm a UI designer (actually, now I manage UI developers and designers) and also oversee UX research - and it's very very common that people are outspoken that they dislike something, don't want it, and then when they actually get a good version of it, then can't live without it. It doesn't always work this way - and a major pa
This thread is actually starting to make me like how the timed stuff went again. I remember being frustrated with it at times, but the implementation was actually really great.. I like the idea of not showing visible timers (just anxiety causing) but showing the influence spheres in very trackable ways. Maybe if the standoff was highlighted by some kind of border intensity where they met or other stuff that made it more obvious where the player's actions were
Being reminded of the pkunk/yehat thing actually kind of titled me in another direction. That really did make it feel like the universe was alive and I had to actually pay attention if I wanted to help people the way I thought I did. Sometimes I forget the kind of strategy aspect of 'watching the map' like that.
Specifically addressing DLC ship packs, I would be ok with paying for liscensed ships / cross promotions / etc that were tweaked for supermelee balance. Say there was a cross promotion done with the Endless Space ships available, or so on, as a pack made to work in SC2. If it was a reasonable price, I'd be happy to see that kind of collaboration. Not sure how it would work in the main campaign at all, but could see things like that being made available to modders and campaign buil
Maybe this is selection bias (we're all in the founders program) but I also have serious nostalgia for the screens and could probably sketch out SC3 planet screens too hah. But it's really worth noting - this is heavily nostalgic to some extent and also us as superfans. I think that Vaelzad is right about a lot of these points (think Twilight Princess vs. Windwaker - Nintendo has an amazing track record of helping things not look dated through unique styli
[quote who="prodigalmaster" reply="70" id="3607142"] In SC terms, I've always felt that certain thematic extremes, such as the mostly serious and genocidal Kohr-Ah, and say, the overly whacky new age Pkunk, could work within the same game because the world itself was kind of toned down, neutral, and in the background. It wasn't Kohr-Ah grim, and it wasn't bright Pkunk cartoony land, there was space for both. [
Yeah I think that's said well - while the early games were low fidelity, so is, say, the readout on a submarine - you know things are there and that they represent real things and the limitations are those of the technology. So things still "feel" real. The planets in the early star control games felt similar.
I kind of hope they're not all (aliens too) too cartoony. There were a lot of limitations in the past but I'd love some to feel cartoonish (and their personality reflect it) but others to be downright horrifying or incomprehensible. Hopefully there are ways to make it all work together.
I definitely want to see a variety of 'ages' among the races, from super old and established to other relative upstarts (like the humans must be).
Interesting! Looking forward to hearing more!
how did it work in gal civ 3?
i think the thing i'm feeling slightly wary of is over emphasizing how cool the combat felt at the time - there was a lot less competition for action and video games were a lot less evolved. In general, there has been a lot more built since SC in the action areas but not much has really hooked the space exploration adventure game - there's only a handful of titles that ever really built in that direction. Mass Effect is kind of like an updated SC with SuperMelee replaced with a shoote
for a game with such disappointing lack of aliens, I enjoyed SPAZ more than I thought I would.
if there's already going to be tons of planets to explore with tons of weird and surprising stuff (and i certainly hope there is!) then i think it would be fun to have some control (like "I'd like it to be populated with the dumbest looking creature" or "can it be a gas giant?") etc
very excited to be here as well! February would be great - that's my birthday month ;) I'm beyond pumped every time I see anything. Even if I have negative feedback, I'm honestly trying to force it out to be useful - I never dreamed we would be lucky enough to get another game. Nice to meet you all!
Oh, I've played PS:T like 5 times and bought it at least twice physically haha It's really interesting, I think, that both "single player only" and "multiplayer focused" players are both represented so enthusiastically here. I think that it really says something for the game that completely different aspects have such ardent support. I'm not sure I said it in the thread here, but I liked a lot of what went on in SC3 also (I know, also a heathen) with a lot of the a
There might not be a lot of melee games, but there are tons of 'astroids' style space games, tons of twin stick shooters. There isn't a huge demand for one on one space battles, and I think not a lot of people have considered the modes you're mentioning. I think if done well they could be a lot of fun, but my ideal situation would be couch co-op or something like that to play it and it seems like it would be a niche thing until it somehow became popular. There would need to be