[quote who="Tovanion" reply="196" id="3599167"]And who do I have to kill to get an invite to the Founders program?[/quote] Visit the October update thread. [e digicons];)[/e]
Awkbird
Awesome news. Very enthusiastically looking forward to more!
Freaking amen. At what point can we ban users from subforums for incendiary thread abuse and/or general trolling? Three strike rule? [e digicons]:grin:[/e]
Just one? You ask the impossible! Perhaps it's because so much of the play time is spent piloting through Hyperspace, but that would probably be my answer. I had purchased the "Role Playing Resource Guide" (or strategy guide, as we'd refer to it now) by Paul and Fred along with the game back in 1993 and it came with a very large and detailed foldout map that marked locations of interest. Such a thing may be outdated by today's standards, but I spent a lot of time carefully
[quote who="Hunam_" reply="9" id="3594045"]It'd be nice to have slots on your vindicator like Diablo inventory system, so you can arrange different weaponry across the hull. And if the weapon is too big to fit, you have to upgrade your hull or something of that sort and go with 2 smaller weapons meanwhile. I'm also against just stats upgrades system. It's lazy and boring.[/quote] Agreed. Expanding on this, I think it would also be cool if, as the sophistication of your res
I appreciate the thorough response. Being able to get communicate directly with the folks in charge here is so great, and I can tell based on your examples that a lot of thought is being given to the interactive qualities of the game. The way you talk about communicating with other races, I'm going to guess that attention is being given to more branching dialog, and this leads me to wonder how this might allow the narrative to unfold. We're familiar with SC2 being a ve
As fans may recall, SC1 and SC2 both had options for AI-controlled combat resolution for players who chose not to participate in melee battles. The "cyborg" option allowed players to actually view AI-vs-AI live combat, while the other option simply resolved the combat immediately and displayed the results. I have a hard time believing that Stardock would force players to do any different and it's nice to know that there are other methods of combat resolution being worked on to preserve th
Don't mean to detract from the effort being made to produce a great product, but as Hunam said above, I think it's unfair to suggest that static images detract from emotional impact, and I wouldn't consider Stardrive to really count as static; the images really come alive and are very expressive for what I'd imagine was probably a relatively insignificant level of art direction and development effort. Debating the design direction is a moot point as it's already se
[quote who="dogchainx" reply="112" id="3593319"]Getting hung up on the naming convention of this game doesn't give any quality input on helping shape the game, and mires threads like this in petty arguments.[/quote]QFT. I am afraid of being able to enjoy this community without having to deal with said pettiness about why this won't be Star Control in nearly every single discussion. No amount of complaining is going to suddenly change what Stardock is actually doing. I suppose
[quote]Yep, we definitely want feedback on the Star Control game we are creating. What affects us the most is constructive feedback and reasoning be it positive or negative. Tell us about your Star Control experiences and what you loved and didn't like about the game and why. What was the most memorable moment for you when you played? What was the most disappointing? What are some experiences that reminded you of Star Control or experiences you wished you could have had.[/quote
The Batman analogy is a false equivalence. On multiple levels. Star Control is not called Captain Zelnick and is not intrinsically tied to a central character or forced to be restricted to a single plot thread. Star Control 1 didn't even have a central character. By the same token, the world of comics is almost never bound to a central storyline or plot. Characters have been rebooted ad nauseum in the comic world by different artists and writers for decades. There have bee
[quote who="RevTKS" reply="49" id="3590389"]You need to plaster this explanation everywhere the Star Control fans will be on the forums. I never played Star Control, but this explanation of why you're doing it with new material blew me away. The fact that you could ditch your ethics and use the lore and just start shoveling money into your Scrooge McDuck Vault - but you have chosen not to is astounding. I think any hard core fan would appreciate where you are coming from, an
[quote who="CRA01" reply="46" id="3590289"]I realize it doesn't really help anything, but I'm really curious as to why the lore must be legally divorced from the title. Can someone expand on that for me please?[/quote] These threads run a bit long, but this has been addressed in several FAQ updates. In a nutshell, it isn't a legal issue, but one of respect for the original material and its creators. This will not be a direct continuation of Paul and Fred's vision, but
[quote who="Frogboy" reply="36" id="3588251"]I do suspect the Orz may make an appearance in some form or other.[/quote] This is *jumping peppers*! Orz are not *many bubbles* but using *fingers* can *sliding* through to different *colors*.
[quote who="Vaelzad" reply="24" id="3587439"]The Star Control universe is a very large place and there are many events happening, some of them in parallel. Will your paths never cross with the aliens in Star Control 1 & 2? Never say never because one never knows what the future holds, but your path will not cross with them in the game's story that we are developing right now.[/quote] Thank you! This isn't the first time here that I've said the backlash from certain ind
Thanks Brad! I'll be there on day one. [e digicons]:grin:[/e]
+1 Throw us a piece of concept art or something. [e digicons]:drool:[/e]
[quote who="The_Think_Tank" reply="9" id="3558757"]I think if a deep space scanner is implemented it should only detect a few kind of minerals, like radioactives (because if it detected purple minerals it would be hideously OP) [/quote] True. Wouldn't be an issue though if it was designed to be upgradeable. I forgot to mention that this deep space scanner should have a usage cost as opposed to being just a free tool, much like warping away from combat in SC2 cost five units o
I'd like to see mining incorporate more interesting dynamics to keep that aspect of the gameplay fresh as well. As the game goes on, it gets tiresome and collecting minerals got to be a bit of a chore, particularly since you had no inclination about where to find mineral abundant worlds. And let's face it, if you didn't have the resource guide or look up the best worlds in some other strategy guide walkthrough, there was no method within the game to know where the best places to g
3D maps are obviously another dimension of complexity and can be a bit disorienting when viewing as a 2D projection. SC1 and SC3 both used two-dimensional projections of a spherical three-dimensional star cluster, which weren't impossible to figure out but were a little confusing as they weren't true 3D so it was often difficult to tell how far your position was relative to other stars, which I think is something of a barrier to gameplay immersion. SC2's flat map m
In fairness, finding technological artifacts on alien worlds was a staple of Star Control 1. It was handled differently as there was no flagship to attach them to, but it was commonly known that the Precursors had left bits of their technology all over the galaxy. One could argue that after the Hierarchy defeated the Alliance, the Ur-Quan were able to appropriate what few artifacts still remained scattered around the galaxy, which could serve as one possible narrative explanation as t
This conundrum immediately reminded me of the way the tributes in the Hunger Games teamed up into groups to work together even though there could only be one winner. They'd ultimately have to turn on one another for there to be a champion. I suppose you could say they did it to survive just a little longer and perhaps avoid a brutal death at the hands of a more vicious enemy, but the story never seemed to pay much attention to addressing that point. I think your question is at the
I actually thought about how control schemes might factor in also. I'd imagine that there will be a huge degree of control precision and high fidelity with regard to ship navigation, rather than just being able to point yourself in 12 (or even 360) degree increments and it would be a lot more intuitive and contemporary to use the mouse for that. It's no good to go too far in a new direction like Legend Entertainment did by turning SC3 into a point and click puzzle and strippin
Thanks for making an introduction, Andrew. It's reassuring to know that Brad isn't the only one intent on interacting with the community as development continues. Hope it isn't inevitable that we'll end up getting the game spoiled for us by learning too much ahead of time. It may be a lot to hope for, but I'd like to think there can be a happy medium between having open interaction during the development without ruining any of the experience when we actually get to pl
Absolutely. You don't need to be in IT to relate to the corporate cultural dysfunction. I come from the sales industry and aside from the lack of programming, the culture of misinformed mental defectives making policy decisions is probably universal. Totally agree on the UCD front but all that said, I'm not sure how much it will ultimately impact Star Control. Personally, I think the most important UCD aspects for the game will be great characterization, unique music and