Ishaan0001

Ishaan0001

Joined Member # 6713087
0 Posts 44 Replies 75 Reputation

[quote who="Kavik_Kang" reply="20" id="3683486"] I think a lot of this goes on in the computer game industry and, really, in the end it means that they are in the wrong line of work. They can't really make games. They can just make tools to make the game that they envision, so they do that instead. It is essentially faking it, and never actually making a game... because in reality you can't. [/quote] i get your point. but i don't think your observation of t

25 Replies 74,490 Views

coming to think of it, those ships might not be able to be piloted by an AI. You'll need a very very powerful AI in order to work out any combination on its own.

38 Replies 36,440 Views

[quote who="bleybourne" reply="24" id="3682130"] So? A shitty AI against another equally shitty AI will probably see similar overall result trends as a hotshot human against another equally hotshot human. [/quote] That might be true, but it could miss OP maneuvers that the AI might not think about. [quote who="Alverez" reply="23" id="3682122"] Brad should be a hero by making good games (which he has so far, I've said before I wouldn't have backed this game

38 Replies 36,440 Views

some more thoughts: StarDock wants a way for the game to expand organically. That's basically their main vision of this project. So it's a given that Custom ships will exist right? The issue as was originally pointed out is when trying to create a flexible ship customization system that produces 100% balanced ships. Pretty much an impossibility, and too much balance will make it simply boring. Therefor if this system is going to exist there must be some form of curatio

38 Replies 36,440 Views

The displacement device actually will be OP on almost any ship, the only reason the Arilou Skiff wasn't OP is because it had 6 hit points and a random teleport...

38 Replies 36,440 Views

Hey folks, I've been giving some thought to this subject and i think we need to take a step back and look at how MP would even work and only then see where Custom ships can fit it. some thought points: 1. Super Melee was never about ship balance, but overall fleet balance. SC1 gave you 2 fixed feelts to fight with. SC2 gave us the points per ship system and allowed us to build custom fleets. So overall when thinking about balance in MP, the emphasis should be on t

38 Replies 36,440 Views

[quote who="player1_fanatic" reply="15" id="3681601"] You could have multiple difficulty levels in that game, when on higher levels mothership can be weaker, thus increasing focus of using satellite ships. [/quote] That's possible however it will change the gameplay too much. I would rather have lower difficulty AI to fight instead.

36 Replies 12,406 Views

[quote who="IBNobody" reply="13" id="3681572"] But that's end-game. You shouldn't be playing 2/3rds of the game like this. More like the last 10% and any post-game content. [/quote] I thought i said the same! :)

36 Replies 12,406 Views

[quote who="cuorebrave" reply="3" id="3681432"] When I can't get any better, I'm so done. I actually... this may be heresy... but in my 10 replays of Star Control II, at least 4 of them have ended when I got the Hellbore and trackers and maxed the turning and thruster modules. That should be the end of the game, right there. [/quote] I love this even though it's a bit extreme ;) (of course can't fully agree as there's a lot of story to play for). The point is th

36 Replies 12,406 Views

Diablo, one of the most successful games of all times, a game that almost doesn't require you to be conscious in order to play it (bash bash bash, gulp gulp gulp, basically), and certainly not a realistic game, had you start with a dagger and a cloak. Star Control isn't a realistic game by any account, and the point isn't about making it hard. It's about making the progression right so you can't just go ahead and pretty much skip the game. It also serves to help the player u

36 Replies 12,406 Views

Agree that the cruiser should not be a strong ship because you start with it... and you should start pretty much naked and bankrupt (not to mention a naked flagship but that will probably change). I always thought the cruiser was one of the worse ships, it really couldn't stand up to any of the more decent ships out there. indeed it was slow, but it also had a very slow energy recharge, so if you're busy laser defending, you can't shoot, and if a Dreadnou

36 Replies 12,406 Views

Totally agree. We actually haven't seen much of the dialog that isn't a placeholder.. so just stressing the point that although there are many other things that SC2 UQM did great, i hold a special place for the dialog and story. IMO the strongest of the games' many strengths. It was mentioned that not all of dialog was stellar. maybe not all of it... maybe it's just a matter of liking the style, and there were many styles. Mass effect too had pretty crap

25 Replies 74,490 Views

i guess that makes sense, so basically when out of hyperspace you'd know where everything is, but hyperspace sort of changes the way you get from place to place... We'll have to see it built as it's a bit in the air as it is. I'm also keen to see how the hyperspace manual navigation pans out.

30 Replies 39,918 Views

A note about navigation/galaxy map: There's a problem with having to discover the galaxy as Origins happens in our own galaxy, and we already know where all the stars are. We might have missed some brown dwarfs, black holes etc but generally the map is known (SC2 was the same). so just putting the question out here.. What would be those things that would need to be discovered by free form navigation?

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i would vote aye on resource gathering progress, for all the rest will have to see how it feels in the game... i'm worried from ME:A experience that it'll become a huge todo list, and the game might become too much busywork as a result...

8 Replies 42,651 Views

Hello Frogboy, thanks for the update! The living galaxy sounds great, would love to see how it works out. really like the new hyperspace idea where it's just a fluid transition of the same navigation style from small to large. Does that mean we'll see alien ships on the map and that encounters will be "real time" (as opposed to a chance calculation) ?

30 Replies 39,918 Views

@ cuorebrave Totally agree, thanks for the insightful observation! Star Control 2 was a game that made you go places that you really didn't know if you'd find anything in them. And then rewarded you for it! i do believe the excessive log keeping by a game can dumb down that feeling of exploration. However i also agree that taking notes might not be ideal. That could be solved by the giving t

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Hello! Very excited to be here :) albeit a little late... My hat off for StarDock for taking on this huge and risky project of making a new StarControl game. Played the original Starcon when i was about 8 and fell in love with those awesome starships straight away. then a few years later was old enough to take on Star Control 2's amazing story and open world like explorative gameplay. I must have got at least 10 full playthroughs of it since (i guess includi

131 Replies 442,188 Views