The problem with the idea of bounty hunters is it undermines a fundamental Star Control gene where it's all about the relations between the races. If you blow up a ship you basically risk losing an ally. That is the Star Control way. Bounty Hunters don't make sense in this context. But perhaps these idea can transform into a more "Star Control like" gameplay. For example bounty hunters could be made "Star Control like" by having a race in the game that is over obsess
Ishaan0001
Just a few things worth thinking about: 1. open world generic mechanics are boring. Random events are boring. all those games that let you keep playing after the story ended - boring. 2. replay value is more important than "i can keep on playing forever". Story and world building is the most important thing about Star Control and when that's over, the game is over. 3. in order to have generic mechanics become Star Control they have to have strong ties to the story
I must say i really like the aliens, Tywom fits perfectly IMO, but what i really like about that Tywom screenshot are the 2 SC2 ship models hanging from the ceiling :) i feel stuff like that is what'll make it all awesome (for fans especially). I don't however like the commander style that much and i think i've said so before. it's to me a matter of texture complexity, i find her to be too smooth right now.
I'm with Bleybourne here. Although i'm not the one to trust community content that much, still SC:O adventure game will be the first major release so i'm not sure what the complaints are about. E&I is happening AFTER SC:O is released. So y'all should relax first... lol Besides, I'm happy for an SC strategy game, and that also might push me to drop $65 for the life time founder to get the expansion. And it seems most comments here are positive about it. Not much of a community
The current build went to only a handful of more active members, probably because it's just not ready... There's only SM and doesn't work very well. I think if you don't want to be active then just wait to get the official alpha/beta or what they'd call it. It's not about the $$... It's just not really quite there yet.
[quote who="Zed-Avatar" reply="5" id="3687459"] Take my money! [/quote] totally
awesome quotes there Cuorebrave :) I agree with every word. yet lets not forget that Super Melee is also a separate game mode that is part of Star Control, so it needs to get its own separate polish as it's basically 2 games in one. The smaller game, and the bigger game... Super Melee is what got me into the original Star Control, as i was too young for the strategy then... and of-course Star Control 2's main game is what had it ascend to greatness. So I
[quote who="player1_fanatic" reply="2" id="3685965"] What's up with again using Word format??? Not everybody is buying MS Office, paying Office 365 subscriptions, or god forbid using pirated version. [/quote] i'm using open office, it's free and it works.
I really like the update, and actually finding myself curious about the SM ship builder. Keen to get hands on with that. The lore so far sounds great :) I really like how vast it feels. It's familiarly SC2 and yet the Scryve feel very different. that's good! [quote]I want to make absolutely sure you can FOLLOW their train of thought, like you were able to follow every action of the two urquan species [/quote] I don't actually want to know too mu
still looking for that human ship counter... [e digicons]:\[/e]
honestly i don't care about any of anyone's past around here.. this isn't about your or me, it is about Star Control. so you wrote your ideas, great. we can like it or not, but i suggest to respond to the matters that matter and not the BS around it. Kavik - it's great that you can put your thoughts in great detail, but honestly it's a bit daunting and unnecessary. and it doesn't make them better, not for a forum where it's more about the discussion, there's nothing to discuss if all
again, all as part of the future planned Star Control: The Strategy Game ... The reason why it doesn't fit is partly because the idea is way too expanded and takes over the game's style and focus. I'm OK with things like, say if the main ship of each race gives a (flagship module with a) passive advantage in battle, so for example the Pinthi's main ship would be your "Hostpital Ship", or could provide a "Hospital Module" to the flagship. <
I'm not sure i like the support ship idea. The mechanics are similar to using ship modules, so I don't understand why you need to call them support ships, and further than that i don't think they are required for quests at all... I really don't want generic quests in a Star Control Adventure Game. Not that i think that its a bad idea, it certainly has its cool aspects. It's just not what i'd personally like the focus to be. This sounds like a good idea for Star Control : The Stra
Y'all need to start by stopping the Insults. Kavik - You are suggesting a whole new set of strategic mechanics to the single player game, with ramifications to quests and story content. it all really belongs to a thread with a topic to match. It would make it easier for anyone (including the devs) to relate to it. for this thread i'd ask if you could extract an excerpt from your posts that is dedicated to the "Super Melee Passives" ?
we'll be the ones working out the balance pretty much... anyway... we don't even have all the ships yet in SM so I'd like to see what we have work well first, then start worrying about passives. I'm also worried that indeed as Cuore said, passives might have to be nerfed, which will make them well, boring.
I really like this idea. I wonder, shouldn't we really stop using the term "scope creep" as founders? What are we, StarDock's CFOs ? We should raise things we believe will make this a better game. Shoot them down more in terms of gameplay rather than game dev planning, which we don't really have the inside insight to know anything about. Brad kept saying SC:O has to succeed, has to be awesome. Our job is to say "This is awesome" / "This is crap", and n
[quote who="EmperorZA" reply="3" id="3684775"] I was thinking maybe passive abilities should only be active once you have enough ships. Like for instance if your fleet is limited to 12 ships, then if you have 3 ships of the same kind, you'd get a passive ability. That way you can have only a max of 4 passive abilities [/quote] like [quote who="EmperorZA" reply="3" id="3684775"] Also if you have alien ships that don't like you, there should be a
Cuore, well, if SC2 is the prime example of a Star Control game then most upgrades there were incremental, arguably not incremental enough.. there's nothing inherently wrong with that. That being said, i do agree that finding cool stuff that fundamentally change the nature of the module/ship is a lot more exciting, but that has to be more rare or it'll get old.. especially if/when you settle on a build you like. Another problem with passives is they go against the uniqueness o
The Q&A should go to the vault. can that be arranged?
I'd like to say that i really don't like the passives idea that much. i find it too tactical for StarControl. Super Melee needs to be more about the fun action than it is about tactics. passives don't add anything to that. they are too "serious" if you will. I would like to advocate (if at all) the addition of "ultimates". it can be just a strong form of the secondary ability, so wouldn't need an extra key (if that's a problem) or it can be another ability altogether.</
It's actually a lot more like the Druuge ship in SC2. The primary weapon was super powerful (although without tracking) but you had a huge delay in energy recharge. I've really hated that ship personally... usually after i've killed all my crew and depleted the energy i would just suicide on the planet. waiting for too long is boring.
[quote who="Frogboy" reply="7" id="3684061"] We intend for the game to include multiple ships per race but only 1 in super Melee. In super melee you will be able to add your own ships with ships made by others and play online with others with them (ranked mp will be limited to official ships only). [/quote] This is all great news! thanks
[quote who="SabreRunner" reply="29" id="3683917"] What do those categories in Discord mean? Can an announcement come up somewhere? Can't there be a mailing list or something? [/quote] Campers (red) are the ones designated to get the current builds and test them. they are all "pre-alpha" builds right now, mostly intended to flush out bugs... nothing too exciting yet. Founders (purple) are simply those who successfully matched their forum user with the discord user.<
[quote who="IBNobody" reply="35" id="3683785"] Now, if you want to say that you don't expect there to be any sort of balance, I'm okay with that. Just give us the option to play with and against stock ships. [/quote] second that. i'd also be happy to see a system that allows the best ships to be added to cannon through proper curation (e.g StarDock signing off)
SC1/2 already did this well, i'm not sure why we need to invent the wheel here... The original cruiser: - had slow recharge time. - was slow. - you could only fire 2 nukes when the energy was full. - missile guidance was less effective at close range. - missiles had a slow turning rate so they were actually easy to dodge. - nukes weren't the highest damage weapons (they were 2nd tier)