Inferno83

Inferno83

Joined Member # 6739822
3 Posts 115 Replies 482 Reputation

Agreed. I've had a few fights against a crazy cyborg Scryve which one shots almost every ship, especially if you happen to spawn in the line of fire. I want to learn better tactics and maneuvers in avoiding engagement or blindsiding the opponent. I don't want to just get better at dodging bullets.

13 Replies 32,389 Views

Man this guys are just messed up! During their early evolution phases I'd like them to actually be non-sapient. After they consume a tiny bug or something they suddenly get "Oh snap! I can think!". Should they become breeders? If they are wanting the 'best' biological traits from other races for themselves, would the logical next step (human logic here) be they start throwing creatures and races in hostile environments to force evolution? In game you could come across stranded aliens

27 Replies 237,135 Views

How about a variation on the secondary for the ships. Perhaps they can release a spore cloud which attaches itself to whatever is in the vicinity; either asteroids, gas clouds, or opposing ships. Undecided on what the spores would do - to ships act like a Chenjesu DOGI (replenishing the slicer) or VUX limpets (sitting duck for the phase wings), or possibly spawn more Ellerian crew for pick up after consuming asteroids. I could imagine tactics of seeding the surrounding asteroid fields with sp

15 Replies 102,840 Views

Oooo pretty..... they seem very gentle creatures. Primary attack sounds great, we do need a good close quarters ship. They should be quick and extremely agile. I'm not a huge fan of absorbing weapon damage secondaries. Based on the images they feel more like the plant equivalent to the Syreen - like an Anglerfish using the pretty lights to lure crew from the opposing ship, allowing their biological material to be 'absorbed'. The alternative is to make it a grapple attack - allowing us

15 Replies 102,840 Views

I like the idea of the primary. Can imagine the secondary buffs varying from fuel or crew replenish (replicants), speed boost, bigger scrap pellets. Feels as they are the tech equivalent to the Melnorme. Instead of giving info on rainbow worlds, you provide location on annihilated civilisations in exchange for credit. This could be used as a double edged sword in the game - as more and more information is provided to the Martakeelan then the sector becomes a more viable investment for

17 Replies 163,610 Views

[quote who="Frogboy" reply="79" id="3693456"] You fight within a planet system now (think big arena). [/quote] Hell yes it will be awesome!!! This could get waaay cooler in so many ways: Full asteroid belts that you need to blast your way through. Can act as a divider/shield between ships Moving planets around the sun! Comets and stuff too! Legitimate tactics of trying to herd your opponent into the sun. Even better, give

94 Replies 95,754 Views

General: I completely agree with Gildon on the button design issue. Of all the buttons the larger Launch button and the Battle SM button work well with the outer braces. The other don't. If all that is done at a minimum is to change the smaller buttons to that style (braces not joining), it may be enough of a visual difference. Currently it feels as though there are four button designs through out the UI. My suggestion is to eit

15 Replies 30,073 Views

[quote who="w4rm0ng3r" reply="65" id="3693112"] Well, how about putting the closes star/pair of stars/black hole in the middle of the arena as a source of gravity that will also determine arena bounds since the battling ships presumably will not reach the escape velocity using their "normal" (subspace) engines? [/quote] That is a departure from SM gameplay and not a true representation of escape velocity physics. I would prefer something which uses a sci-fi pseudo-p

94 Replies 95,754 Views

^ Agree with Kavik. Without a box to constrain the faster ship they will continue to use ranged skirmish tactics to slowly whittle down their opponent. Not only would the faster ship always win, but it would be extremely boring to play on either side. Its like an old cat catching a mouse - the cat isn't fast enough so its only option is to get the mouse into a corner and control the escape vectors.

94 Replies 95,754 Views

I'm okay with arena sizing increases, but the ship visualisation is going to need some imrpovements. Currently when fully zoomed out a lot of the ships (or spawned allies) become difficult to read behaviour from as the models are too small. This is also magnified by the blue nebula backdrop. This is when the ownship centering makes it a lot more manageable.

94 Replies 95,754 Views

Stardock have made the Star Control Multiverse where SC:O runs in a different universe than the original SC1 and 2. Different aliens and events exist in the SC:O universe, perhaps Roswell never even happened?

5 Replies 438 Views

[quote who="Kavik_Kang" reply="16" id="3692537"] EDIT: I had been forgetting about SC's energy meter. When a ship hits the tournament barrier it should lose about half of its energy in addition to about half of its speed, but not cause any actual damage. The enemy ship will cause the damage... now that it has its chance to catch it and hit it with something. [/quote] I forgot about it too. That works better in my opinion.

94 Replies 95,754 Views

[quote who="Volusianus" reply="13" id="3692493"] I think Brad was still wanting to experiment with multiple planetary bodies? (unless that got nixed). [/quote] I would love to see adventure SM be played out in an entire solar system, dodging between multiple planets and avoid burning up in the sun. I'd like to see a mix B and D with a mini-map and no manual zoom control. Best effort is used to keep both ships on main view port at all times, but may slip off at long

94 Replies 95,754 Views

Happy with the SC:O styling. I agree that the styling (both visual and audio) needs to be approachable to the younger generations. It would help if we had an idea of the order in which aliens will be encountered as there needs to be a fairly even distribution of the alien types throughout the game. SC2 did this well with the aliens surrounding Sol - Ilwrath, Vux, Yehat, Sylandro Drones, Orz, Spathi, Pkunk, Melnorme. Most of these are on the 'lighter' side of the races. SC2 became far more ser

79 Replies 43,878 Views

I don't think you'll have any issues with your speeds - possible you might hit issues with higher latency on the wireless link. Shouldn't be much of an issue if only social gaming, just check your latency before trying to chase down ranked positions on leader boards.

7 Replies 390 Views

[quote who="Frogboy" reply="12" id="3691750"] For example, we might want to do a Farscape based adventure or a Battlestar galactic based adventure or a BAbylon 5 based adventure. Or we might want to sell a story set 20,000 years ago before the Ur-Quan took over their universe. [/quote] A game set during the period of the Sentient Milieu as an origins story for the Ur-Quan? THAT could be awesome. The other period in the Ur-Quan storyline that could get explored furth

34 Replies 33,013 Views

Have to agree on the grid. If the desire is to show gravity effects, then visualise it as a gravity well around the object instead. I imagine it looking a little like a spider web, something you should fear getting pulled into. Disagree on the orbits. Its an easy way to show eccentric orbits of planets which definitely adds to the realism of a solar system.

7 Replies 2,240 Views

[quote who="Frogboy" reply="13" id="3691086"] exactly. [/quote] Thank goodness! If the map had of been full of '!' above planets or star systems for pointless grind quests I probably would befriend the Scryve and rent a planet buster ship from them to go and devastate every damn one of those pesky exclamation marks from existence. I'm not collecting wolf pelts for nobody! The beauty of SCII was the subtlety of the questing. You essentially had standing orders for min

20 Replies 9,932 Views