IBNobody

IBNobody

Joined Member # 630817
47 Posts 844 Replies 3,972 Reputation

[quote who="Kavik_Kang" reply="2" id="3605226"] You are actually describing how the original game was balanced... it wasn't. The structure of supermelee creates an illusion of balance which is not actually there. SuperMelee is balanced, the ships are not. The most extreme example would probably be the Shofuxi v Cmrrr. Obviously, this is not a fair fight. On the other hand... you opponent just pulled out his best ship against your worst ship and when you

44 Replies 32,527 Views

[quote who="HenriHakl" reply="42" id="3605216"] I have a really hard time parsing what you're trying to say. Can you explain it again please?[/quote] He's talking about making ship abilities have cooldowns and having them bound to the number keys. (Or rather, he doesn't want this.) I agree. We should have a button to fire our main gun, a button for our special, and a few extra buttons if they decide to give ships extra guns. That's all we need.

59 Replies 88,412 Views

[quote who="GnarlyFurtardo" reply="15" id="3605196"] I don't think annotation and marking visited planets are mutually exclusive... the use case I'm thinking of is if you found a planet with great resources but didn't yet have the technology to harvest/survive on the surface, so you'd want to make a note for yourself.[/quote] Exactly. Or you would want to flag a planet as belonging to a hostile race that could one-shot-kill your current ship loadouts. This

54 Replies 106,757 Views

SD should continue to balance SuperMelee using a point system. That is the easiest way to balance ships with the least amount of ability nerfing. Ships can be unique and still have strengths/weaknesses. Everything is evened out when you apply the point value. To use the Torch as an example, it might have its cost increased to that of one of the top-tier large ships.

44 Replies 32,527 Views

[quote who="satoru1" reply="1" id="3605110"] I'm not so sure about #2. I mean Civ save game are less than 1MB. But lordy lord that game takes FOREVER to load Yet a game like The Long Dark loads almost instantaneously with a 100k save file Realisticfally the size of the save is only one small factor that goes into game load times. [/quote] It does depend on the game and on the engine, but some games do it right and others don't. Consider Pillars

2 Replies 33 Views

[quote who="satoru1" reply="18" id="3605088"] 2) it was because Kalypso put up the money for translations, and thus got the retail rights in return for doing that. And in Europe retail physical boxes are still inexplicably popular. While in America you couldn't find a boxed copy of a PC game if your life depended on it. [/quote] Not true! Not true! Blizzard and EA still have boxed copies of PC games. I always see all of Blizzard's games at Target and WalMart.

30 Replies 13,280 Views

Do we call it Star Control (SC)? Stardock's Star Control (SDSC or SSC)? New Star Control (NSC)? New Terran Star Control (NTSC)? ::smirk:: I'm hesitant to call it SC because... What happens when Stardock does a sequel? Will it be SC2? Or do we call the past SC2 Ur-Quan Masters (UQM)?

24 Replies 34,444 Views

Saving is one of the expected features of any game. I wanted to call out some notable save features from other games, though, because I would like to see those features implemented in SC. 1. Infinite or Rolling Quick Save & Auto Save Pool - Some games (Divinity: Original Sin) allow you to specify how many quick and auto save slots to keep. Others have a fixed amount or an unlimited amount. At a minimum, I would like SC to have at least 5 rotating quick saves and 3 rotating auto sa

2 Replies 33 Views

[quote who="Kavik_Kang" reply="9" id="3604853"] I would definitely rather have the replayability that a "full featured" multiplayer would provide than an extra expansion to the single player game. Most players will play the single player game for a week, then never touch the game again... unless there is a good multiplayer side to keep them playing.[/quote] I understand that, and I enjoyed SuperMelee more than I did the single player game. That being said, the success of th

19 Replies 38,874 Views

I am not in favor of chasing down a power-up capsule in combat. That changes the dynamic of combat way too much. Out-of-combat power-ups are okay (within limits), but the focus should remain ship-to-ship.

8 Replies 1,762 Views

[quote who="Moppin44" reply="30" id="3604673"] Controller Support My point is that I think definition of "complexity" has changed for gamers in the last 20-years for the better. Because this will be an Action/Adventure game, I would love to see native support for controllers. I find that Action/Adventure games designed for controllers from the start have streamlined the "simple" player experience I think we are all looking for. [/quote] <

59 Replies 88,412 Views

I am okay with better loot as long as the loot is locked into place well before the battle begins. This would discourage save scumming (Save/Reload if you didn't get the item you needed.)

28 Replies 49,976 Views

[quote who="Tovanion" reply="4" id="3604475"] I would love to be able to play in a cooperative fashion. If that could be in... I'd buy another licence for my fiancee and I to play together. [/quote] Nice. I know of another couple who play online co-op games. It's how they deal with their long-distance relationship. [quote who="Kavik_Kang" reply="6" id="3604531"] As I have mentioned in another thread, there are several well-establis

19 Replies 38,874 Views

I would like to know if the founder's rewards are covered by the NDA. I would also like to have Stardock give us a recommended image sharing website to use that would not violate the NDA.

9 Replies 14,943 Views

[quote who="dogchainx" reply="1" id="3604396"] A proximity weapon I'd like to see is one where it blinds your opponent for a 10 seconds, where the whole screen blacks out except a small immediate area around the ship. The enemy would be basically flying blind, and could crash into a planet, asteroid, or your missile/etc. [/quote] It's good, but that wouldn't be as useful of an ability in local multiplayer.

2 Replies 1,079 Views

[quote who="cuorebrave" reply="23" id="3604341"]Anyway, this is a good idea, but please for the love of God, these upgrades are starting to sound like upgrades from the Raiden games! Please Stardock PLEASE don't give us little floating, senseless baubles that give us spread shot for no reason. That type of thing doesn't belong in Star Control![/quote] Yeah I agree. The Precursor relics were items that you had to hunt down on the starmap to find. (Though, the starmap was relati

55 Replies 132,634 Views

[quote who="darthmole12" reply="1" id="3604170"] I don't really know about 2v2 though. That could really mess up the balance of the ships, and I'd rather they just focus on 1v1 balance. [/quote] They plan on having 1v1 and 3v3 multiplayer. If they can balance 3v3, they can probably balance 2v2. (Though, it doesn't necessarily need to be balanced when co-op is concerned.)

19 Replies 38,874 Views

[quote who="Vaelzad" reply="15" id="3604114"]There was actually, if you didn't want to go about farming planets for RU you could get them from Combat. Each victory gave you a RU reward. The probes and the races you were supposed to war with gave you a lot, the races you weren't supposed to war with gave you very little. [/quote] Hmm... Maybe my judgement was clouded by the thought of further combat being pointless after you capped out on RUs (bought everything yo

59 Replies 88,412 Views

[quote who="Giskler" reply="12" id="3604074"] Please add an option to skip combat. I find it extremely tedious to have to do combat constantly, especially against trivial enemies. I hated the Slylandro probes in SC2 and the Daktaklakpak in SC3. [/quote] There also weren't any incentive/rewards at the end of combat. That didn't help the tedium either.

59 Replies 88,412 Views

Here are some thoughts about local multiplayer and the AI. Local Multiplayer: It was already announced that SC will have multiplayer capability over the internet. Will it have local multiplayer as well? I hope so, because it was fun to battle my friends in person. I would be very disappointed if I couldn't humiliate and trash talk my friends locally. That was part of the draw of SuperMelee. Local Co-Op: One other thing that

19 Replies 38,874 Views

[quote who="cuorebrave" reply="14" id="3603957"]What's up with the blue chicks?!? The Syreen, the Asari, the friggin' Na'vi? Is that like some sort of underlying human desire, to mate with a blue-skinned creature?[/quote] It all started in our youth... <img src="data:image/jpeg;base64,/9j/4AAQSkZJRgABAQAAAQABAAD/2wCEAAkGBxQSEhUUExQWFhUWGBoYFxgXGB0cGhsgHR0YGx8fHhkcISggHhwlHB0fJDEhKCkrLi4uHCAzODMsNygtLisBCgoKDg0OGxAQGywkICQsLCwwLCwsLDQsLywvLCwsNCw

47 Replies 82,444 Views

[quote who="cuorebrave" reply="9" id="3603956"]Literally NEVER used them, save for the very beginning (when the Precursor Vessel was too sloooooow) and the final battle. Not even for fun! Always more efficient to use my tricked out flagship! I have to say, though, I'm fully against small, incremental stat upgrades to ships. If I find an artifact that increases VUX laser power by 10%, I will be so disappointed. But, give me an artifact that adds two side-lasers to t

55 Replies 132,634 Views

While we're on the subject of fleets and motherships... I'd like to be able to upgrade my fleet ships past their stock abilities. Please let us find artifacts that increase ship thrust speeds, turning speeds, weapon damage, etc. I enjoyed piloting a Vux ship that was souped up by Precursor artifacts in SC1. I missed that in SC2. It was kind of dull to have stock ships in the fleet.

55 Replies 132,634 Views

[quote who="Vaelzad" reply="5" id="3603937"] The real question is... what does he use it for? He must have an interesting ship design. [/quote] His ship must resemble something from an MMORPG, because the only people who own those are into online gaming. Plus, you'd get serious geek cred for sewing it to your uniform.

11 Replies 4,590 Views