[quote who="dogchainx" reply="10" id="3604389"] Quoting HenriHakl, reply 9 +1 with prior comment: finishing should feel like an achievement but also leave you hungry for more +2 on that. There should be unanswered questions, odd behaviors never explained, and other parts of the new univ
Maogan
0-1% crafting at most in this game. Crafting creates a compulsion in many gamers (myself included) and can destroy story. I can't finish Skyrim because I keep crafting and going back to towns to dump inventory, such that it COMPLETELY destroyed the immersion for me. WoW was the same way, and Guild Wars 2 is dangerously close to that for me. Some people can't handle crafting mixed with intensive story. If people want to craft, there are plenty of games, and
I can't believe I forgot this suggestion the first time around! Here goes: A race of radioactive aliens. Any ships that get too near get hurt, so for combat, it would be easy to design a ship around that. Does x crew damage when closing within y range of enemy, and every z seconds thereafter, if still within y range. That could BE their primary weapon. Secondary weapon could be to send 2 crew to the engine room (meaning you temporarily lose them and are
[quote who="Lone_Utwig" reply="9" id="3607999"] A race of aliens with four brains and each time you encounter them - it might be a different brain who is @leading@ the show and all brains might be constantly struggling to become the @lead@ brain during conversation, thus creating funny moments and confusion. [/quote] This! A race with variable personality would be so welcome in the series. Your description makes sense, and even allows for good humo
Ditto. :) Space-Please?
[quote who="Isky" reply="4" id="3606304"] Personally, I'd like to know if it's just naming a planet or if you also get to choose any of the attributes of the planet. There's a difference between a planet that some thought went into customizing vs. just randomly naming a planet. It'd be nice if each of the founders planets had some reason to go there other than just trying to find the random planet you named. [/quote] Agreed! I
I see your point. The learning curve was half the fun there, but I understand not everyone will feel that way. Having well matched races nearest the story's start could make that a non-issue without the need of a hand-holding NPC. If you venture too far out, then you start losing more battles and realize you should stay closer to home for a little while until you're stronger/understand combat a little more?
I agree with the OP that a strict time limit isn't always fun. I didn't know about it in SC2 until 30 days from the end. As a result, I never beat the game. :( Some pushing could be good though. I really like the idea of long-timer incentive events (I think Vaelzed mentioned this). If I miss it, then I have to wait 6 game months, but I can try again sometime at least. Fallout 4 has a strange way of doing this pushing ***SPOILER AL
[quote quoting="post"] I spent last week playing SC2, since I hadn't played it in almost 25 years. Here are some of my thoughts after playing the original again... 1) I agree with people saying they don't want to see timed quests. My game ultimately went very badly when for some reason the Khor Ah went on a rampage and moved around the map wiping out a lot of races whose quests I hadn't done yet. I like to see changes on the star
[quote quoting="post"] I just read the November founders PDF and have a few thoughts/concerns on the art direction. One of the stated goals is that Frogboy doesn't want to go "too realistic" with the art or aliens. I'm concerned by this, because the concept art I'm seeing in the first download skews very Pixar/Dreamworks with hints of Spore (e.g. Tywom_max_render.jpg or the planet concepts). This absol
P.S. that means I'm in favor of different difficulties, but not necessarily with different rewards.
[quote who="IBNobody" reply="1" id="3607927"] In my opinion... The difficulty setting is a way for me to control my game experience. Without a reward, I choose a difficulty level to ensure that I'm sufficiently challenged. That's why I never play on Easy, even when it offers the same benefits of playing on Hard/Hardcore. When you incentivize the difficulty scheme by offering more EXP, or a better ending, or extra content, I feel coerced int
[quote who="TheEchoInside" reply="2" id="3607867"] That feeling was a huge part of what made SC2 special for me, as well (it's cool to read someone else had the same feeling). That, and that some things weren't always dictated by my actions (like the Pkunk move). That vulnerable empowerment is so, so hard to do. And it's something I have in mind for the alternate universe I'm making. Be interesting to see what happens and what's possible. [e digicons]:)[/e] [/qu
I have several ideas: Magmox - stone/magma race with ships that trail lava. When the lava cools, it provides an asteroid-equivalent barrier on the map. Capacitor Aliens (no name yet) - Pure electricity. Grounded by different apparatus on their ship's bridge. Their ships store the first hit every x seconds as battery power, acting as both a shield, and a recharge. Mining Aliens (Again, no name) - Mining vessel is ramshakle in appearance, but it's secondary abili
Thanks for the invite! I'm so excited!!! I'm personally interested in helping with ship design concepts, planet exploration, and tone (see post on Humans alone in the blackness), as well as whatever topic of the month comes up. I've already got several ship/race ideas, if there's still time to discuss those. Oh, and I like the cancelled concept art in the vault of the crab/eye creature! Put that sucker in! Maybe add sucker
After thinking about this long and hard, I’ve finally figured out the one over-arching aspect of Star Control 2 that tied all other aspects of it together and made it work. Also, the absence of this is one of the main diminishing factors of SC3 (which I enjoyed well enough, mind you.). It is this: In Star Control 2, you were an intruder, a stranger everywhere
Hello all! I'm Maogan, and so glad to be here! I grew up playing Super Melee 2 player on the same keyboard as my best friend, and when he was gone, I'd bust out my big folded map of the galaxy, pick a constellation, and go explore the heck out of it! I'm surprised Vaelzad actually read all those surveys. And I'm honored in light of that to have been selected. Once I saw the acceptance e-mail and the price to become a founder, I felt it necessary to
After thinking about this long and hard, I’ve finally figured out the one over-arching aspect of Star Control 2 that tied all other aspects of it together and made it work. Also, the absence of this is one of the main diminishing factors of SC3 (which I enjoyed well enough, mind you.). It is this: In Star Control 2, you were an intruder, a stranger everywhere you went! (Unzervault in the prologue was the only exception,
Picking only one is TOUGH. I'd have to say...flying into Androsynth/Orz space for the first time, and landing on that creepy planet! The mystery of their disappearance was bad enough, but then the only real clue left behind is a floating *happy camper* fish race that I can't understand! That was frustratingly mysterious in the BEST possible way. To this day, I personally think solving the mystery of the Androsynth and Orz is the far bigger plot of the who
Simple question. My first post on these forums was fan fiction for SoaSE. Will there be a preferred place for that kind of expression on either the Stardock or Founder's Forums? (Can't acces FF to check from work right now...) Thanks!
As mentioned, a scanner/advisor system is unneseccary. The tectonic and weather ratings were all I needed to make a good decision. Don't make this new game a hand-holder. WE are going to be the most important part of the game. OUR decisions, OUR reflexes. I don't want the game to tell me not to go to such-and-such planet. If I want to go and die gloriously and reload my save, then that's all part of the fun too! :) Celery Alien Ambush! RUN!!! Tho
Fallout 4. More Fallout 4. Hopefully Star Control alpha content will break the grip of FO4 on me. :) I'm sure it will.
[quote who="Kavik_Kang" reply="4" id="3603685"] I assume most ships would have at least two weapons or abilities. For example when I suggested the Gravitic Mine above I was thinking of it as the secondary system of a ship that had another "primary" weapon. But this is Star Control, so I could see a ship with only one weapon. A single weapon ship would probably be very fast and agile with a relatively weak weapon, or the opposite direction and be very slow and tough with
[quote who="Vaelzad" reply="1" id="3562904"] Did you record the conversation I had with the artists about Star Control ship design? Great I have to have the office swept for listening devices again. (just kidding) I absolutely agree with you in terms of the ship designs. While I can't share any of the designs with you yet, I can tell you that you stated the number one most important thing on our list for designing ships. From my personal notes given to artists
Black holes would be awesome! Scientifically speaking, there are supposed to be tiny black holes all over, but they don't gather enough matter to matter. :P If SC4 plopped one in every 10-20 fights, it could make for some very fun combat! You have to keep asteroids though! I like the idea of a static asteroid belt too though. There is too much chance that asteroids might become useful in designing new ships and races to remove them regularly from a map. For