[quote who="Frogboy" reply="2" id="3688032"] The landing will matter a lot if there is lava or acid pools. Also, gravity and wind affects how easy it is to land. [/quote] If I remember rightly from some of the earlier lander videos there was a jump/leap function (some sort of thruster). I assume the need to upgrade comes into effect for high gravity planets to grab those pesky resources? Suggestion - would it also be useful to have access to those thrusters in the la
Inferno83
I can see where you are coming from Gildon. It would be likely that the selected flagship is kept until the end - but that is a choice by the player and effectively gives them one less ship earlier in the fight. Once the Melee has begun the flagship for each player needs to be revealed - opponents then might try tactics to draw the flagship into combat. That of course is not effective if they have another vessel of the same type in the line up - should there be a restriction on no duplicates
@cuorebrave - is all good - too easy for misinterpretation here - my bad too! I've been thinking a little more about the 3 tier ships and wondering if it is partly to balance against using the 'mothership of death' builds in the campaign. It could be forcing (at least some) campaign combats to favour smaller and faster ships than big, slow sitting ducks. Will have to wait and see how it all works. It could be a lot of fun to come up against a Scyrvve Planet Buster...
Never said it wasn't. Just throwing out thoughts and ideas. After all, this is a place for us to provide feedback. If ideas start a productive discussion and thought process on whether it is a mechanic that works in the game, then great. If the ideas manage to influence the game (or future expansions) it would be even better.
I can see the ship size options a nice way to enhance the flagship 'carrier' build. If we needed to fit ship modules for fleet capacity, it could be interesting to provide upgrades to allow larger vessels within the fleet and not be limited to the smaller variants. Having more vessel combinations and options should give a lot more replay value.
The charging concept is very similar to the Melnorme primary from SC2. It all becomes trade offs - you can have your charging weapon, but you don't get homing capabilities. And the held nuke can be shot by the opponent damaging your ship. Bottom line in all ships (Human or not) there should not be a finite number of shots to deal damage to your opponent.
I really like the idea of multiple ships per race. It should really add a lot more depth to combat and engaging gameplay. So Brad will that also flow into the Human ship set? As per a number of peoples' thoughts here, I'm theorizing that the Human ship set starts off with a pea shooter and eventually we develop better weaponry.
Could the Mowlings secondary be a 'holy' laser painting gun? The longer you keep the enemy painted for, the higher the chance that Jeff rocks up. Forces the need to engage the enemy. You could then have some fun sayings like "The power of Jeff compels you!".
Neutrino - just sent you a PM on how to get to discord.
Hi Neutrino, welcome! Good thoughts, but there are a few more factors to consider. In SC2 had a large focus on resource management from gathering RUs, spending fuel, and conserving crew with several ways to obtain your goal, each with their own risks. The key early game tool was the lander which tied your crew and fuel usage to the flagship. This was a mechanic which affected decision making - do I risk fuel and not make it home, or do I risk crew and not be able to fight
Just realised I never posted on here! I'm Richard, 33, from Australia. Played SC1 and SC2 waaaay too much as a kid. Always a sucker for nostalgia and remakes, can't get enough of XCOM or Civ. Love my 4X, RPG, RTS and tabletop games. Really enjoying the debates and banter in the forums and on discord. The level of engagement and feedback for SC:O is fantastic and it is all shaping up for a great game. Currently working as a software lead on real time systems in commercial and d
Hi Inibriatus, welcome! No need to apologise, the amount of content that has poured through on hyperspace here and in Discord has been significant. In discord last week Brad confirmed that there will be manual hyperspace control. There was much rejoicing! There was also a big discussion on the exact ideas you listed. Discussion ended up that most don't mind if that content isn't in the main game arc, but it would be great for the modding framework to allow it in the future.
A thought on maybe why earth vessels shouldn't even have nukes. It does involve some assumptions on story line and absolutely zero playtime on the alpha so please be nice [e digicons]^_^[/e] . Two things to consider: This isn't the same universe as SC1 and SC2, therefore the lore may not apply This isn'
Sure, there is no reason why use of custom ships can't be optional usage. Completely agree on the ship balance from SC1 and that standard super melee needs to be awesome. But to get longevity of the online multiplayer mode there is going to need to be some way to seed diversity. Without that, online play will likely reduce to hardcore players. Speaking of SC1 - I'd love to see that as a game mode for online play.
Agree with IBNobody. With the minimal diversity in damage variations it will boil down very quickly to a paper-scissors-rock game. With the secondary weapon/ability component, it is going to be very easy to see combinations which will significantly dominate. And as new weapons and abilities are created there is going to need to be a significant amount of testing to try to encourage balanced play. Secondary to point cost, perhaps there could be upgrade levels for armaments. That could
Hey bleybourne - I agree with your suggestions. I can see the content groups into three areas: Quest log - what we saw in the latest video, gives you a subtle nudge of what to do next. Conversation log - communiqué of important stuff from contact with aliens Personal log - essentially notepad, just throws in a game timestamp and starmap position on your entry. Your example of recording down resource motherloads is exactly what many use
[quote who="bleybourne" reply="13" id="3681291"] So the trick will be to find the precursor sensor module which can scan across half the galaxy in one go? [e digicons]:)[/e] [/quote] Could perhaps be able to build sensor stations that you could drop into orbit around other star systems, or a precursor module that gives you a link up to the precursor starbase sensor feeds. Hey Frogboy - on the future voice chats, I hope the timing of these might be abl
I noted in the video posted by Brad that there was the 'Captain's Log' button down in the bottom right. I'm hoping that is where all our notes on goodies, star systems, game notes, etc can get stashed. It will be interesting to see what form it takes though. As a bit more of an old school gamer I'd love to see it with minimum 'auto-fill' of important games notes and maybe a little bit more free form.