Awkbird

Awkbird

Joined Last seen Member # 4796116
8 Posts 70 Replies 3,087 Reputation

I think Brad was perfectly clear in his update doc about what they were looking for: inspiration for a trailer from fans who know the source material. He never said there would be just one trailer either. They probably don't have a take on it yet, so they are asking for input. And the links from Volusanius were fine suggestions. Stardock ain't no dummies; their trailers for GalCiv3 were well done especially considering it's not even an adventure game. I think tha

18 Replies 102,375 Views

+1 on the interior red-glow bridge shot in hyperspace! Shots of the unique combat mechanics are great ideas too. As opposed to just emphasizing combat for combat's sake, show what makes combat in Star Control unique. For example, in the same shots of limpet-like devices/creatures attempting to latch onto a hull, they can then be gunned down by point defense lasers, which would effectively highlight two special weapons in one shot. Or show ships transforming like the Mmrnmhrm X-For

18 Replies 102,375 Views

I continue to be impressed with the ship and alien designs, and for the first time I think we can see how you guys are bringing out the characterizations with facial animation on this new guy. It is my hope that the characters will have a variety of facial expressions so that their responses in conversation don't get too stale or feel recycled. In a lot of titles that attempt this sort of thing, characters usually only have a couple of stock expressions but it would be refreshing to see a

18 Replies 102,375 Views

I recently got Battlestation Harbinger too but didn't have much time to play past the tutorial. Seems pretty fun but it definitely isn't an action game; the combat is basically a RTS. And a very slow one at that, even when you set it to double speed. I hope that maybe with some progression it might get a little faster and/or more complex.

106 Replies 233,854 Views

[quote who="dogchainx" reply="23" id="3632831"] 1. How many times will I be just twiddling my thumbs in traveling from one end of the star map to the other just to accomplish a mission? 2. Will traveling far distances offer any entertainment value...(ie, its not the destination, but the journey?)[/quote]Exactly. This was one of the few parts of SC2 that could probably be considered a drawback to me: long travel times with nothing to do besides listen to the Hyperspace theme and dodg

76 Replies 259,704 Views

Love the idea of visible damage and would be in favor of it. It's becoming pretty common in all sorts of games. That said, Star Control always quantified ship health as "crew remaining" which makes partial sense, although I always thought it was peculiar that the ship remained in perfect working order even if only one crew member was remaining. It's too early to know whether they will maintain the "crew as a health indicator" dynamic or do something different. I'd really l

1 Replies 15,218 Views

Of course Star Citizen won't have the element of interacting with tons of different lifeforms, but the spicing up of general navigation is definitely what I was suggesting as far as inspiration goes. I'm hoping to see new mechanics that emphasize navigational and maneuvering challenges, whether in space or on the ground in a lander. The only time that I can think of maneuvering being a gameplay dynamic in SC2 was when you were dodging ships in pursuit, whether in Hyperspa

4 Replies 5,076 Views

[quote who="Hunam_" reply="17" id="3632726"]I urge developers to move away from "sandbox" type of a map where there's "physical" borders you can't go beyond [/quote]Totally concur. Basically echoes my thoughts from earlier. No artificial boundary, just make it endless. If you go too far, you run out of fuel and then whatever happens happens! Maybe someone shows and helps you out, or maybe someone shows up and takes you out. What do people here think of the idea of an alte

76 Replies 259,704 Views

I agree with the points made on other dimensions of travel. If the new galaxy is indeed as large as we hope and imagine, there would inevitably come a point at which travelling through it would become tiresome, even with very fast engines. One thing that I never really got the hang of in SC2 were the Quasispace portal locations; they did not directly correspond to an analog location within the Hyperspace map. They were laid out rather scattershot and went to disjointed locations withi

76 Replies 259,704 Views

Well, I tried to touch upon scale in my recent post about gameplay inspirations from other titles... One of the inspirations I'd like to see from other contemporary space titles is a very big universe, large enough that the limit is not an artificial boundary as it was in SC2, but rather to be limited by the range of our ships. I think it would be particularly intriguing for there to be regions of space so far away beckoning to players, but which are unreachable due to the limits

76 Replies 259,704 Views

I'm looking forward to the wealth of great space games coming out in the future, and can't help but compare some aspects of them to what could be possible in Star Control. Don't misunderstand, I'm under no delusions that they share gameplay elements and don't expect Star Control to be a massive open universe RPG spaceflight sim and first person shooter. The required hardware specification on Star Citizen is also bound to be much steeper as well. I would venture to say No M

4 Replies 5,076 Views

Utilizing your fleet in some capacity beyond simple combat is a great idea, however I feel using them as resource automatons is one step too far. I'm not opposed to the idea of sending them off as scouts to survey uncharted regions that you don't necessarily have the time or fuel to visit though. This puts the onus on you as to whether it's worth it to go explore their recon findings. I don't think it serves the gameplay for your fleet to be on automatic mining duty because mo

18 Replies 11,153 Views

Thanks for the progress report. I was legit laughing at the new alien concept, having to deal with this new species quite literally every day walking down the streets of Chicago; they often travel on the wrong side of the sidewalk not paying any attention to where they're going because they're looking backwards at their host bodies. And holy cow, terrific flagship concept ideas. Probably no coincidence that it is reminiscent of the modular layout of the Precursor flagship. Als

34 Replies 90,124 Views

[quote who="prodigalmaster" reply="37" id="3625080"]We'll have to agree to disagree. I find it disappointing, especially the fleet battles. Funny when indie games like StarDrive 2 or the upcoming Polaris Sector offer more depth on the battlefield than the successor of Moo. Cute graphics and great voice acting are not at the core of what made the original a cult classic, but that's what seems to have been put at the forefront there. In terms of gameplay, the game borrows more from Civ,

44 Replies 77,525 Views

I'm pretty intrigued with the upcoming title No Man's Sky. It's difficult to deny that it shares a lot of the adventuring elements of SC2 and it definitely strikes me as a modern successor. I wish there were more games about cosmic exploration that were this beautiful and epic. No Man's Sky has obvious gameplay differences like first person perspective, limited character interaction and a plot that isn't directly driven by dialog and events, but this game has recei

0 Replies 15,869 Views

I'll be honest: the combat video gave me immediate traumatic flashbacks to SC3's failed 3D melee camera mode. I know that's exactly what is trying to be avoided and it's still in development, but in addition to Andrew's comments about the lack of a bottom plane being confusing, I also feel a reason SC3 isometric combat failed was because it was a fixed perspective that was too far away from the action, making combat disjointed and difficult, but I think it&#

116 Replies 939,683 Views

I think the actor/actress for this role should be able to convey a wide range of emotions. They have to be able to deliver both good news and bad news, and I would be disappointed if it was always delivered in a predictable manner that was either too bubbly in one extreme or too distant in the opposite extreme. A playful combination of the two would be great to add some organic excitement to the dialog. I don't mind the art style of either the 3D model or the quick character

44 Replies 77,525 Views

This has actually been my single favorite part about this whole project so far: the huge variety of very distinctive and beautiful concept renderings you guys are producing for the planetary landscapes. I'm also a fan of driving and racing games, and this is like the best of that genre combined with stellar exploration. I enjoy modifying and upgrading cars in other racing games and seeing how it improves their performance and I am very interested to see how that plays out i

11 Replies 42,970 Views

Voice Acting I think the actor/actress for this role should being able to convey a wide range of emotions. They have to be able to deliver both good news and bad news, and I would be disappointed if it was always delivered in a predictable manner that was either too bubbly in one extreme or too distant in the opposite extreme. A playful combination of the two would be great to add some organic excitement to the dialog.

15 Replies 57,329 Views