cwrightc84

cwrightc84

Joined Member # 6752247
9 Posts 21 Replies 7,880 Reputation

I think the game needs to find a happy medium between accessibility and performance. Like Rise of the Tombraider, the game can have reasonable starting specs to play decently but advanced options for those people with 3 SLIed 1080 GTXes that want to see every water molecule in the clouds orbiting a mountain.

83 Replies 129,276 Views

I definitely appreciate the insight on the game engine choice. I am definitely concerned about the 14 GB draw for RAM that the Nitrous Engine is preliminarily requiring. Optimization is a huge issue for a lot of gamers. Note that even the most sophisticated and graphically intensive games have not yet really surpassed 8 GB on average. The recent Rise of the Tomb Raider generally recommends 8. Even the playstation 4 has

83 Replies 129,276 Views

3-4 for me as well, I think the team has been doing a great job keeping the founders in the loop and explaining why certain decision were made. E.G., the explanation between why Nitrous Engine was chosen for SC was very insightful.

44 Replies 119,892 Views

To Provide Feedback on Ship Modifications from the December Vault, I decided to make a new post due to having alot of ideas revolving around this. The Player Ship/Flagship is at the heart of the game and is at the apex of the player experience. It's with you everywhere you go, and if it blows up it's game over. There are a ton of players out there with different values on what should be important in customization. It is important to try to reac

2 Replies 7,236 Views

Thank you for the Transparency on the December Vault, First and foremost, I have to agree with IBNobody in that I am very concerned about the amount of emphasis and resources being spent on the "Planetary Exploration" mini-game. In terms of SC2 vs. SCO, I am increasingly worried that game as

197 Replies 602,057 Views

Some questions from my end: 1.) For the main story campaign, all Star Control games had a "Doomsday" counter. If too much in-game time passes the main story would end in failure. While I personally believe that this is an aged mechanic and players should be free to finish the game at their leisure, it is an important question to ask. 2.) Like Skyrim, will players be able to continue once the main story is complete?

64 Replies 106,713 Views

The first mass effect was a very simple game and was just designed to hide it really well. Think about it: 1.) All the enemies in mass effect 1 were humanoid with the same pull of animations. There was very little variation in actual enemy types. You had rifle guys, snipers, rockets, biotics, krogan tanks with health regen, stalkers, and some probes. That's it. 2.) Most explorable area were just the same hallways re tex

10 Replies 17,913 Views

Also, on the topic of ST:O not being able to compete with Mass Effect, I think this is untrue. Before bioware was acquired by EA they created some of the best works as a smaller studio (kotor, the first dragon age). The quality of their work actually dropped after the acquisiton by a AAA (swtor, mass effect 3). Being an independent studio with more creative freedom than bioware, I think star dock is in a position to do star control the most justice.

10 Replies 17,913 Views

[quote who="maanvis26" reply="2" id="3660671"] The more I read of these posts, the more I think that Mass Effect is really the spiritual successor to Star Control 2, brought to the modern age. This also saddens me because I don't think Stardock has the capability to fill the shoes of Mass Effect. [/quote] I agree to an extent. Mass Effect was pretty much a rehash of the SC:2 and SC:3 plot with the Protheans being the Precursors and the Reapers bein

10 Replies 17,913 Views

I was just playing through the first Mass Effect and was gently reminded about some of the things that I found common in great games -especially RPGS: 1.) CHOICE SHOULD BE DIVERSE AND CONSEQUENCE NEEDS TO MATTER In all of the great RPG games I've played, player choice and the consequences of those choices is at the forefront. Players come in all sorts of backgrounds. Choices need to have variety so that players c

10 Replies 17,913 Views

Thanks for releasing the November Vault, After seeing the intro video and the concept art of the female commander, the artstyle of the game looks very similar to that of the MMORPG Wildstar. I don't see this as a bad thing, I very much enjoyed Wildstar at launch but unfortunately the game was ruined by micro-transactions and the producer/developer's alienation of the majority playerbase in favor of hardore raiders. As a note about Wi

13 Replies 15,376 Views

I will say that I am highly against any type of stat based upgrade, alt loadouts should completely change the functionality of a ship and perhaps give a visual indicator that it is altered allow for counterplay.

68 Replies 113,435 Views

[quote who="cuorebrave" reply="7" id="3659450"] Quoting cwrightc84, reply 3 Right now if the ships are too rigid in design and hyper melee is a 1v1 match up then you will get into situation where it simply becomes a rock paper and sci

68 Replies 113,435 Views

PLACEHOLDER NAME: TANK SHIP PRIMARY FIRE: Red double laser cannons that fire in 4 directions (right, left, up, down) at the same time. SECONDARY ABILITY: The tank ship is surrounded by a square shaped energy shield. The shield has 4 sides and if

32 Replies 143,772 Views

In SC2, players had the option of trying to save a ship by attempting to flee a melee by spinning up a hyperspace drive. During this time, the ship becomes completely stationary for several seconds -which usually results in an easy kill against a human player (unless you had a Chmmr Avatar with surviving ZapSats to protect yourself). For Origins hypermelee, I was thinking of a tag-team system that would make ship escapes more interesting and add a level of strategic play

1 Replies 1,121 Views

[quote who="Darkstar076" reply="2" id="3658461"] I quite like cwrightc84 idea about being able to customise ships. For example, you could by weapon systems from allies after completing a series of missions or if you down enough enemies you might be able to salvage a weapon system. Get enough of these and the starbas

68 Replies 113,435 Views

Right now we know that we have about 15 ships for super melee. If stardock is constrained on resources to create more, I propose alternative weapon selections for each ship. As an example the alternate weapon set for the human cruiser would say replace the primary nuke missile with a forward laser and add a temporary shield like the sc2 yehat terminator instead of the point defense for the secondary. By doing this you can milk 2 different playstyles out of every ship and

68 Replies 113,435 Views

Hello All, This is my first of many comprehensive feedback posts. My critiques this time target current October Vault and it is my hope that the developers and community find this information helpful: PART 1: PLOT/LORE While I don't have a major issue with some of the backstory that was provided so far, I do want to point out some key points that I believe made Star Control II successful. If the development team hasn't, the

4 Replies 1,392 Views

Thanks for the update on this, coming from an experienced skyrim modding background for four years I might be able to add these kinds of ideas in myself if the extensions of the modding tools permit.

8 Replies 10,050 Views

Hello All, This will be the first of many alien race and plot ideas that I would like to contribute to the SC universe. During my space-age table top game, I used this scenario for my players and it was greatly enjoyed: THE OUMA AND THE VOOR: The flagship's first encounter with the Ooma will be via a distress signal coming from an extremely damaged ship that is orbiting one of the star systems the

8 Replies 10,050 Views

Hello All, My name is Chris and Starcontrol II has been the single greatest gaming experience of my childhood. It shaped my view on science and opened a gateway for me to the world of Sci-fi, forward thinking, and the concept that videogames can be works of literary art. While many have tried, no one has been able to capture the magic and mystery of Starcontrol II. The closest attempt was Bioware's Mass Effect series -which was alm

131 Replies 442,085 Views