Just gonna leave this here...
IBNobody
[quote who="Kavik_Kang" reply="34" id="3685455"] Ok... Could do a lot for this game. Oh well... [/quote] It does not matter that you have great ideas because you fail in communicating them to others. Learn to say more with less. Your last message was a good start.
You inspired me into writing a haiku. Kang's Crickets? That's WRONG! It already has a name: To Long, Did Not Read (PS: The misusage of TO was for CB.)
The original Measured ship was much more fun to play. I rated it as better than any of the original SC ships in terms of piloting pleasure. It had what the Trandals have now - the bola. That weapon worked well with the Measured because you could do a 180, fire, then do another 180 and continue flying forward. It also had a warp beacon which let it get out of trouble (and was critical in beating AI controlled Measured ships). Make the Measured Great Again!
Regarding the latest update... I'm sorry, Brad. I know you think custom ship melee can be done, but I have yet to see a competitive build-your-own game that doesn't degenerate into a meta with one or two ship setups that dominate all others. There will be fleets of Star Wars ships. There will be fleets of Star Trek ships. And there will be fleets of people kicking these casuals' asses because they chose custom ships that had the best co
No rush. Have a good weekend.
[quote who="Xenove" reply="26" id="3683617"] Yes I should get a key and try it out. I have been so occupied that I did not have the change to visit the Starbase. So who do I get the key from? From Frogboy? [/quote] Step one: Look at last month's vault update. Step two: Join Discord. Step three: Enter the #precamper channel. Step four: Post a link to your account. Step five: Wait until you are registered as a founder.
The playing field is smaller. Honestly, Xenove, you should try to get a key and try the game out. It will improve your understanding of where we are coming from.
[quote who="Neutrino123" reply="7" id="3683224"] IBNobody, crew could be transferred between ships, but this doesn’t seem too important, and can perhaps reduce the number of hard decisions players need to make. I agree that actual rechargable shields or short-term Yehat shields are special, and I’m definitely not suggesting these for most ships. [/quote] Do I load up my lander with a full crew contingent, or do I keep the crew aboard some of the ships in my fleet
A simulation engineer and a game designer were having a debate on the forums about game design. The simulation engineer said, " A game is always much farther away from being finished than you imagine it too be. If you think you are 50%, then you are probably actually only 25% done. ... It is essentially faking it, and never actually making a game... because in reality you can't. ... I think it is a psychological thing that happens based on the ancient... 'T
I don't really care other than the fact that shields would be more apt based on the health bars currently in play. The health bars don't look like the crew bars of old and do not function like they were made of discrete little squares either. One build even had a "texture" of squares on one of the crew bars, but it still acted as a flowing bar rather than discrete units. One thing that crew does better, though, is being able to transfer them across ships. Also, shields make a
[quote who="Kavik_Kang" reply="32" id="3682401"] The Measured really needs a true weapon of some kind to go with its Beacon Warp, so this is a whole new ship you might have if you want the “fun charging offensive rocket booster ship” in the game. [/quote] They axed the beacon warp completely.
They had to compromise and have one single zoom level. No long range battles. It's interesting though. Thanks OP.
[quote who="bleybourne" reply="24" id="3682130"] So? A shitty AI against another equally shitty AI will probably see similar overall result trends as a hotshot human against another equally hotshot human. It would certainly be enough to ballpark the general level of the required point cost, and then the ship could go into a probationary period during which as humans use the ship the system tracks trends and if the ship is winning too often the point cost bumps up and if it loses too
[quote who="bleybourne" reply="19" id="3682090"] Let people make whatever ships they want, and design the system so that it then takes the ship and runs it through a bunch of simulated fights against all of the existing ships and it should then be able to calculate the point cost/value the ship should be at. [/quote] I don't think you've considered the scope (or the budgetary cost) of what you are proposing. This might work in games like GalCiv, b
[quote who="Frungy_Party" reply="7" id="3682013"] What was the name of the guy from Cracked who was writing it? Cuore's message needs to connect with *him* first and foremost! [/quote] Chris Bucholz
[quote who="Alverez" reply="16" id="3681996"] Yep. Measured are not in a good place. Think Androsynth with all the fun removed. And the Blazer is my least favourite ship from SC2. Hate in in fact. [/quote] If the Arilou and the Androsynth had a lovechild, and then someone dropped the baby on its head, you'd end up with the Measured 2.0.
[quote who="Kavik_Kang" reply="11" id="3681814"] If you honestly don't want to hear this knowledge, if it annoys and offends you that we know these things as it seems to annoy and offend so many, I can go away permanently. I assumed this knowledge would be wanted here, if it isn't I don't have to spend time trying to help. It's nothing new too me that many people are greatly offended by the knoweldge of the SFB Staff, in fact it has become a cliche. [/quote] You
[quote who="bleybourne" reply="8" id="3681717"] Your example might make more sense to the rest of us if there were more than 4 people with keys who have actually seen The Measured and know what its ship can do (beyond working it out from the context) [e digicons]:)[/e] [/quote] Don't worry. Kavik is out of the loop too. He is basing his info on the vault docs and doesn't even know that the Measured suuuuuuuuuuuuuuuuuuuck now. &nbs
[quote who="Alverez" reply="4" id="3681460"] I want the damned reminders at the bottom center of the screen to go away. [/quote] It gets even worse. You can get a virus in-game from the Trandals, and the popups start "randomly" appearing.
Kavik TL;DR: Some weapon combos are going to be imbalanced. You don't need a degree in game design to see that this is going to cause problems.
You missed the point of the post. I was refuting Brad's idea that you can have a balanced and diverse shipbuilding multiplayer experience. It's not possible within the limitations of Star Control.
[quote who="Ishaan0001" reply="12" id="3681564"] I love this even though it's a bit extreme (of course can't fully agree as there's a lot of story to play for). The point is that when the flagship is fully upgraded, you basically hit fire 3 times for each battle and it's done without taking damage. That will get old for any kind of gamer. [/quote] But that's end-game. You shouldn't be playing 2/3rds of the game like this. More like the last 10% and any
There has been talk recently of allowing custom ships in SuperMelee. If that is the case, SM MUST have a setting to play matches using only default, in-game ships. If that is not implemented, I will never play online. Let's assume that we will have the option to play default OR custom ship matches, though... I continue to have significant reservations with the idea of custom mul
One additional solution would be to give the Scryve flak cannons the ability to disrupt / destroy incoming missiles. It is a duplication of what humans can do with PD lasers, except that it can be used longer. Doing this would make the Scryve a group to be feared. This would mean that the initial Scryve scout you fight would need to have damaged flak cannons, or else you wouldn't be able to fight them off.