[quote who="TheUr-quanMaster" reply="12" id="3606585"] From what I see here there is mixed feelings btw timed and non timed experiences. Why not have multiple levels of difficulty? On easy there would be no time limet, on hard there would be. That way we can hit those who enjoy a slower, laird back experience, and those who love the thrill of have to finish quests before the doom timer reaches 0. This is just an idea. Feedback would be immensely helpful. [/quote] 1.&nb
IBNobody
This is a good question. Underlying it all is another one. What would you be able to craft?
[quote who="TheUr-quanMaster" reply="7" id="3606575"] What is star control without Frungy, Prankster Umga, Cowardly Spathi, Creepy Druge, And tyrant Ur-Quan? [/quote] A new game that we haven't played to death over the past 20 years? A new set of aliens to encounter, cross examine, deceive, and kill? Sorry... I don't mean to be flippant. I understand your nostalgia. But why can't we have a new Star Control campaign? [quote who="TheUr-quanMaster" r
I hope the reboot will still keep the alien pilot animations. To me, they were endearing. At one point, I remember starting a 2-player-Solo Melee (I controlled both ships) just to see all the pilot animations. I liked the burlesque Syreen raising her leg to fire, and the three kill switches on the Shofixti scout were a useful indicator of the self-destruct setting. The Arilou flashed a peace sign while they shot you with lasers. Some, like the Mhrnmrm/Chenjezu/Chmrr were just alienly
And this is what I played when my dad built his IBM PC. https://www.youtube.com/watch?v=yY5qHe2VadA http://1morecastle.com/2012/10/spacewar-dos/ It's the intermediary game between the original Spacewar and Star Control 1. It had lasers, missiles, cloaking, and hyperspace. It had a central planet (or not) with gravity. <img src="htt
Now SC2 looks retro-cool, and all those 3D games of the era are ugly eyesores.
NOTE: I support the idea that in SC, you control one ship. I'm not recommending this to be changed. What makes a ship a ship? Could we potentially have a "ship" comprised of multiple 1 or 2 crew fighters? Will the engine handle that? The individual ships could either fly around in a swarm pattern (think gnat clouds) or in a more organized pattern (think schools of fish or flocks of birds). Regardless, the "ship" would still fly like a single normal ship. You
[quote who="Xenove" reply="4" id="3606445"] Stardock is using this opportunity to get some experience in creating a game like SC2 and will employ Paul and Fred in the future for the sequel. [/quote] Well.......... They are swimming in money like Scrooge McDuck now thanks to Skylanders.
[quote who="sendingsignal" reply="41" id="3606422"] 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. [/quote] That's a valid concern. On the upside, I've introduced SC2 SuperMelee to people who weren't even born when SC2 was released, and the local multiplayer aspect stood up against many of the other current local mult
[quote who="Kavik_Kang" reply="36" id="3606287"] Darn:-( After watching some YouTube videos it seems to be more of an RTS. [/quote] Same. Disappointed. And while I did like some of the RPGish space sims like Star Wolves and SPAZ, they weren't SC.
[quote who="sendingsignal" reply="32" id="3606227"] 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. [/quote] Regarding PS:T Have you seen this? <a href="http://discog
[quote who="Kavik_Kang" reply="1" id="3606294"] SC2 space combat is very, very hard by todays standards. You are almost forced to use the command ship. [/quote] It was unforgiving because the loss of a ship was a huge blow. This was especially true for one-off ships like the initial Spathi ship. If I lost that, I would always reload. The game would have been better if it allowed you to "resurrect" destroyed ships back at your home base. [quote who="Alverez"
[quote who="sendingsignal" reply="26" id="3606146"] You've mentioned a lot that adventure games 'last two weeks and then are forgotten' but the fact that a star control 2 (and games like the classic lucasarts point and clicks, or even mass effect or dragon age) is still so important to many of us seems to indicate that they may not be forgotten at all. [/quote] I love Planescape: Torment. It is the pinnacle of RPG storylines. It made me laugh. It made me cr
[quote who="Kavik_Kang" reply="20" id="3605570"] When you play supermelee do you use all the ships? You mostly use the ones you like best, I imagine. Or the ones that work well against the ships you know your opponent likes to use. You can use any ship you want, but you choose the ones you feel are best for the current mission. [/quote] To better help you understand why I liked Star Control SuperMelee (and what I want out of any additional modes), let me ex
I'm hung up on the "well, the Mycon would suck at hockey so hockey doesn't work" idea because it defines the entire reason why I liked Star Control SuperMelee to begin with. I loved Star Control 2 SuperMelee because it coerced you into playing with a diverse set of ships*. (* As long as you weren't playing as a Thraddash. :P) Here me out and consider this continuation to the analogy... Team Fortre
I agree. Non-stars should be hidden unless they are giving off tremendous amounts of energy for a looooooong time. What if your star view is limited by your location on the map? I don't mean just a fog-of-war. I mean that your relative position affects the brightness of a star. You head out from Earth in your FTL ship towards a star that is 100 light years away. From Earth, it looks bright and welcoming. As you approach the star, however, you
Normal Stars in normal space should always be visible, though. After all, we've been looking at them all our lives.
I understand what balance means. SC ships are unbalanced, but in the meta SuperMelee game of "kill your opponent", they are balanced. However, when the goal changes to something else, balance is removed. You admitted that yourself when you say that players will choose certain types of ships for different game rules. That is not balanced. To use another analogy... SuperMelee has a Rock-Paper-Scissors balance. I will choose my ship to counter my enemy, and I will choose an equal m
[quote who="Kavik_Kang" reply="10" id="3605343"] It is not false. If it is going to just be a single player game that gets played for a week or two and then put on the shelf and forgotten, that is fine. I will still play it... then put it on the shelf and forget it with everyone else. The multiplayer audience is not a minority, if multiplayer is done right in a game like this it would attract a large, long term audience. If they are really trying to establish a
[quote who="HenriHakl" reply="48" id="3605306"] If Stardock made a faithful "StarControl II 2" - in spite of how enjoyable that would be to me - I do not think it would capture the imagination of the modern audience in general. Now I do think that for the adventure, the story-telling part of the game, taking cues from the original is well advised. But for the action part... more than two decades of gaming development have happened - I think it would be foolish to dismiss that in favor of
[quote who="Kavik_Kang" reply="8" id="3605272"] A multiplayer that can retain an audience is central to the core success of the game, especially if they are trying to create a franchise out of this.[/quote] This is false. The game is going to mostly be bought by people wanting to play the single player (or co-op) RPG portion of the game, not by people wanting to play "hockey" or even SuperMelee. Yes, there are some of us who like the multiplayer aspects, but we are in the minorit
Aside from the automated marker versus manual marker question, what other conundrums are your team debating over? We would like to give you timely feedback on the issues that your team is facing. :)
[quote who="Hunam_" reply="22" id="3605240"] ^ Or we can always magic marker the locations on the monitor/TV and take a picture of them with our smart phones. [e digicons]O:)[/e] [/quote] Use saran wrap first. ;)
[quote who="Lone_Utwig" reply="6" id="3605253"] But why do we want the SCR? Is it because of melee? Aren't there more games on steam and in other places that can give you better melee experience than SCR ever will ( don't get me wrong here - SCR might turn out better than anything already existing when it comes to melee, but I doubt that atm) because they are, so to say, exclusively melee focused? [/quote] I want the SCR because of local multiplayer Melee in the v
[quote who="Vaelzad" reply="18" id="3605221"] This is something we are discussing internally and deciding what tools to develop for everyone. There is a certain "hardcore" element that does involve grabbing a notepad and writing these types of notes down for yourself. Many RPG games from the time (Planet's Edge) for example included notepads in the boxes for you to take these types of notes. By the same token people no longer keep maps in their cars anymore and are more accustomed to