BionicDance

BionicDance

Joined Member # 6396937
17 Posts 298 Replies 14,751 Reputation

Kinna bugs me a little that you can't be hit by your own weapons if you screw up badly. Bombs that go off too close, flying through your own ink blots, getting hit by your own drone blasts, etc, should damage you just as much as the enemy; they certainly did in SC2. It only makes sense.

1 Replies 17,893 Views

Ah! Here we go...if I scroll down a little to force it to pop up below the click-link, it works; it's only if it pops up above that I get an issue.

3 Replies 19,582 Views

Chrome. And, yeah, ad-blockers out the yin-yang. I did get it to work once, in a thread rather than the main forum, but haven't been able to replicate it.

3 Replies 19,582 Views

[quote]Empires will grow. Empires will shrink. Your actions will have dire consequences for some, and be a tremendous boon for others. It just depends on your choices.[/quote] This is what I'm most curious about...if we just sat back and did nothing, what would we see? Would the universe change around us while we watched? If it depends on our choices...suppose we didn't follow the story, talked to characters, any of that. Suppose we just went around blasting the sh

5 Replies 79,440 Views

Out of curiosity...do the people who already have beta access get access to the update, too?

65 Replies 1,243,410 Views

I suppose importing MP4 files--which have audio, after all--for each and every last conversation wouldn't be feasible. Personally, I'm okay with having a generic loop of visually speaking; not ideal, but I can work with it. My only concern is whether, when dialogue is finished, the babble-loop can finish playing, then a transition from end-of-babble-loop to idle-loop can play, so we don't have jump cuts. Speaking as someone who does animation and video edit

3 Replies 43,705 Views

[quote]Difficult bit is for those use keyboard only in a fight. Numbers closer to WASD[/quote] Well, I use WASD, myself, but that only requires one hand, leaving the other free for things like using the mouse or inappropriately touching myself. So I figure the mouse-wheel option is a good one. Doesn't have to be the only one, but...I still think it's a good idea.

7 Replies 28,287 Views

Ooh! I've got an idea! And it might require very little coding (but what do I know; I'm just an animator! Heh). How about, instead of off-screen indicators, we get a manual zoom in/out? It'd work like this: if we scroll the mouse wheel, just like we do in Crafting, the view switches to manual zoom, giving us the ability to look around if we're afraid there's danger. Then, if we click the mouse wheel, it toggles back to auto-zoom. No need for indicators&n

7 Replies 28,287 Views

Another thing that would be nice: an eye-dropper tool. Just so that we don't have to 100% replicate an already-placed, already designed part by hand; copy all of its offset and rotation stats aall set and ready for placement on, say, the opposite side of the ship. This would make symmetry tons easier.

6 Replies 70,846 Views

One thing that has been kind of getting in the way of my ship-crafting is that there seems to have been a few assumptions being made about the manner in which some parts will be used, as if their functions have already been assigned to them even before the players touch them. For example, there are a few vaguely saucer-shaped parts where the assumption seems to be that they will only be used in the same manner as the saucer section of a Star Trek ship and, as such, there

0 Replies 13,849 Views

Reading through this, especially the mercenary and what priority would be assigned to his NWD, was anybody else thinking, "The Slylandro got this part really, really wrong"...?

11 Replies 66,531 Views

I've done some level design and cut-scene scripting--professionally, I mean--so I grok what that's like. And I'm really looking forward to doing some fun stuff with the Adventure Studio. However, there is one sticking point: the aliens. We don't seem to have any way to create some which are visually new. We'd have to ask anyone playing our new universe to accept the Origins aliens as...something else (assuming we've not basically doing Origins fan fiction)

3 Replies 43,705 Views

Ever since I've heard about the Adventure Studio feature in Star Control Origins, I've been intrigued; I love the idea of making my own Star Control story. ...or, rather, Star Control style story. See, thing is, I've got some ideas in my head for stories...but if I'm limited to using the aliens that come with SCO, the most I can do is fan fiction; it might be asking too much of players to let me re-imagine the races in the game as completely differ

0 Replies 13,239 Views

[quote]In the game the ships are always shown top down. Wouldn't it be easier to view them from that view?[/quote] But they're not. Not completely. They bank when they turn. You can get a sense of their scale. That red ship, in battle, looks as tall as it does in the editor; you can get that sense of vertical size in battle because you can some perspective, especially when the ship banks on a turn. You don't see that in the top-down icon, and if you're lo

4 Replies 21,418 Views

[quote]Why would it be better?[/quote] Because I've honestly had serious difficulty recognizing from above a ship that I built in 3D. The top-down view just didn't resemble what I'm used to seeing, partly because it makes a ship flat when some vessels are rather tall, vertically. There are identifying details that simpyl aren't visible. [quote]It seems like it would be less recognizable?[/quote] Not to me; I get to see the whole ship--which we do

4 Replies 19,253 Views

[quote]We should probably create a new discussion with this[/quote] Fair point. Um...should we just take this and continue or start from scratch? We don't have the Adventure Studio to play with, yet, do most of my questions are complete shots in the dark; not even 100% certain how useful a thread dedicated to just that would be. [quote]I think the example he was giving is that you could make something in Spore Creature Creator and then capture it[/quote] Oh. Vi

728 Replies 1,797,423 Views

[quote]It should be possible to import 3d models like SCO uses[/quote] "Like SCO uses" comes with complications of its own. 3D models come in a lot of different flavors, so unless there is a converter or unless we can use a fairly easy, commonly-used generic format (like .obj for example), that shan't be much of a solution. I'm told that SCO's model were made in Maya, which I don't have...I'm a 3DS MAXer, myself. And I'm not rich; my copy of MAX is waaaayyyy out of date at this point.

728 Replies 1,797,423 Views

[quote]I can't speak for fans. But *I* wouldn't consider it canon. I would consider it fan fiction.[/quote] Okay...I see and accept your reasoning. It makes sense. Still grumpy about it, tho. [quote]I'm glad you're liking SCO. But the credit really goes to the fans and in particular, the founders group who have been all over us every step (in a good way).[/quote] And I wish I'd heard about this sooner so I could have been a Founder. Alas. :( <p

728 Replies 1,797,423 Views

[quote]That idea only existed on the premise that Paul and Fred were going to be apart of it.[/quote] Oh. Drat. Was that ever even a possibility that they were willing to entertain? [quote]Stardock trying to continue the SC2 story would be no more legitimate, IMO, than SC3 from Legend. [/quote] I bet it'd be taken that way by the fans if it was up to SC2 quality...or better. I mean, the main reason most people don't consider SC3 to be canon is because i

728 Replies 1,797,423 Views

Gosh, I'd love it if we could modify weapon stats. Speed, damage, energy used, rate of fire, range, etc. Goodness knows that I've been feeling a bit limited in what I want to put on my ships; having moddable weapons would be eight completely different flavors of awesome. I mean, I'm told we'll occasionally be getting new weapons from the team--and we still need weapons that fire in a specific direction and not just forward--but it'd b

19 Replies 65,760 Views