Puzzles are fine as long as they don't outstay their welcome, and in the end-game they should be optional if you wish to acquire certain technology or neat little gimmicks at the end game. I do disagree with the notion that there should be an upgrade to give you all the benefits of the puzzle while not even doing it in the first place, as that would essentially grant free technology and resources with no drawback. As for performance, yes, I would prefer performance
The_Think_Tank
[quote who="IBNobody" reply="144" id="3663161"] Quoting Awkbird, reply 143 I'm all for admiring visuals and pretty music as you hurtle through Hyperspace, but I think more needs to be done to keep players engaged and interacting with the Hyperspace environment or there will be complaints of long swaths of boredom just
[quote who="sendingsignal" reply="138" id="3663146"] Maybe I missed this being talked about before, but will Planetary exploration also result in plot stuff? Like will I find aliens to talk to on the surface? Secret facilities? Or maybe even aliens that aren't space fairing? [/quote] I would assume and hope so. In fact, I would hope that they do this more than it was done in the old SC II, as it would constantly keep planet exploration new and refreshing.
Oh trust me... I KNOW
[quote who="Alverez" reply="119" id="3662859"] Maybe ALL the planets is a little over the top, but the point is that upgrading your ship to god-mode should be a major time investment. [/quote] Well, no doubt. I don't think anyone here is asking for a "Instant-Deploy Build-ur-self" Super-carrier, but also mining all planets is way over the top, considering we have 700 SYSTEMS we should be looking at mining 350 systems MAX, and that would be plenty a time investment (rough
I agree that upgrades should be a major investment, but mining all the planets is, in my opinion, what I am so worried about. Having to roam back and forth to find that one last planet that hasn't been mined. Not to mention it kills potential replayability when you are experiencing and mining the exact same planets with no possible way to explore territory you couldn't last game, since in order to upgrade you already visited all the planets in the game. Note to
[quote who="Khronobomb" reply="109" id="3662827"] I am definitely against resource regeneration. Now if there was a tech that allowed deeper exploitation of already discovered planets, I would be fine with that. A very late game tech for those people that love to keep playing long after the game is essentially over. Or you could get access to techs that allow gas giant or sun harvesting for unlimited fuel to keep exploration from becoming a chore late game when you are ready t
[quote who="Vaelzad" reply="106" id="3662822"] Quoting The_Think_Tank, reply 105 And while I may disagree with the stance on resource regeneration, I am willing to withhold my judgement until A. There is more information on planet exploration and the game's length or B. I get my hands on a planet exploration demo.</div
[quote who="Vaelzad" reply="102" id="3662802"] Going to chime in here with some FACTS for you guys. Right now there are: 52 planet types (same as Star Control 2). Those 52 planet types utilize the 6 biomes that are listed in the December Update. What you are going to see if different types of planets that have different levels of gameplay effects on each of them. Some may have more critters, some may have none. Some will have raging storms and volcanos that will make navigatin
[quote who="cuorebrave" reply="76" id="3662656"] Quoting The_Think_Tank, reply 75 Darn it Vaelzad! I was just about to produce and elaborate and detailed response describing the idea of having creature and resource reproduction by not
[quote who="Vaelzad" reply="72" id="3662649"] Quoting cuorebrave, reply 68 no matter what, DO NOT make resources or Bio units RESPAWN, under any circumstances!!!!!! What if you left 2 (Or 1 if the species is Asexual) on a planet and they repopulated? [/quote] Darn it Vaelzad
[quote who="IBNobody" reply="57" id="3662596"] Quoting Volusianus, reply 56 That's not the vibe I got at all. I interpreted as a need for a restructuring of how it's being done. Removal is not on the table. Restructuring = Scaling Back. Plus, Brad said before that everything is on the
Founder's Vault, somewhere in Alpha Centauri... "Now, I think what this game REALLY needs is some Space Chickens!" "Oh! And they could be this neat little side-quest thingy..." "I'm thinking more akin to Space Pigs" "Ha ha, may the Oink be with you ahaha" Brad: [video]https://www.youtube.com/watch?v=SDGyPRr9-AE[/video]
[quote who="IBNobody" reply="44" id="3662550"] Quoting Volusianus, reply 43 Pretty sure exploration isn't just about what kind of planets are out there, but what is on them. The moon is just a rock, yes, but it's our rock. Also it has robots on it. Sure, Mercury is pretty much like any planet in close proximi
Many thanks for the update, it really means a lot and I know that, at least personally, I value such interactions. Wishing you and your family a happy holidays for however longer they may be.
So I haven't really read the rest of the discussion here, but I am just going to pitch in my own two cents... Firstly, I want to say a huge thank you for transparency and showing us Founders the struggles and triumphs in equal light, I only hope that with this information that we as Founders can help root out some of the issues within the game, no matter how small they may be (remember, small details do matter!). Open communication with the members of the Founder
Usually the first few days or weeks after an update have a lot of activity, but besides that it tends to go dead from time to time.
Probably will get it on December 30-31st, like the previous updates have come in.
My Questions are as follows... - To what extent can we modify and/or customize our fleet escorts? As in our non-flagship vessels? Will their potentially be upgrades or even individual tones and styles players can choose for said vessels? - On average, what do you think the average "planet density" should be per system? Obviously, having one planet would make exploring said system rather mundane and boring, but having too many would be overwhelming to the player,
[quote who="Kavik_Kang" reply="45" id="3659714"] We've had this discussion before, and last time I had suggested a good way of doing upgrades within this system. It is the last post of this thread. https://forums.starcontrol.com/480361/page/1/#3656657 The balance is in the entire force, not the individual ships, you need to think in term of the entire force when thinking about upgrades. &n
Personally, I have great faith in the 3D modelers, seeing what a transition from 2D interactions to 3D interactions before I do think it is a wonderful addition if executed properly. As of now I am willing to give Stardock and the graphic artists the benefit of the doubt, if we are say in March during 2017 and they still look "eh" then I think we can start suggesting some more drastic proposals, but for the time being let us give them an opportunity to do what they do best.
[quote who="Hunam_" reply="58" id="3659742"] ^ I don't think you can role-play during ridiculous cut-scenes... [e digicons];)[/e] Also, judging from the provided quest editor there's no "Karma" type of mechanic in the game which is potentially regrettable. That means RPG elements are planned to be minimal (ship & lander?). [/quote] And Star Control II had no measurable karma meter either, and yet it still managed to implement great d
All ships would have the same general buffs, hence a fully upgraded Earthling Cruiser would still be significantly slower than a fully upgraded Ship Y. The unique modifications only further define the niche that each unit can fit into, while the general buffs can allow for the units to not be completely obsolete in light of new ship designs. It further defines the niche of each vessel and keeps them from being redundant, not making them as such.
[quote who="Kavik_Kang" reply="41" id="3659699"] The problem with that, Think Tank, is how simple the ships are. It's not a like a flight sim where the platforms (ships) are complex and you have a lot to work with in balancing things out. A strategy game where no real tactical combat ever actually takes place, or an RTS where the combat is so completely and totally broken that it really doesn't matter what you do and literally ANYTHING will work... because nothing at
Just reading the initial idea, and thought I would pitch in my own two cents... Essentially, I approve of upgrades, side-grades and asymmetrical ships, although, I do not think ships should be allowed to swap out entirely different classes of weapons. Taking the Human Cruiser example, you should be able to upgrade different components of it (better thrusters/turn and burners, modified missiles, modified lasers, more armor/crew, better shields etc.) and maybe even have s