Asteroid fields yes, though I wouldn't want to navigate them every time except when actually going into one. Also, if the combat is more planetary system based they'd have their role to play there. Huge asteroids and comets would be basically small planets and moons gameplaywise. OK, but could add too much clutter if not placed only when there is something important on them. Binary star systems are actually common and judging from Lord_Utwig's link, may have planets more often tha
Kissamies
My name is Mikko, but I pretty much go by 'Kissamies' in every gaming community and many other kinds of communities as well. I first heard about Star Control from a PC playing friend on early 90s, possibly around 1992. It didn't find its way to my Amiga through the pirate network, which was friends copying the floppies to each other back then, and I didn't come across it in the stores either. In late 1994 I had switched to PC and came across Star Control 1 and 2 CD compendium
Manually controlled missiles. When the player fires and keeps holding the fire button, he can make the missile turn left and right with his normal turning keys. The problem is, of course that he can't turn his own ship while doing this. Also, when the control is released (let go of the firing key) it can't be regained. The missile will keep flying straight, though it might be fun if it kept going in circles if you release control while turning. Best suited for
I know it's academic, but I like dreaming up these things: Ripping off Farscape: Humans, trying to replicate the Androsynth hyperdrive, build a big exploration ship. Instead of portal to hyperspace, this drive creates a wormhole that hurls the ship in a different part of the universe. The crew tries to use the drive again, but it just moves them to yet another random position and in a middle of battle. Some scavenger fringe of the local bad guys are attacking a starbase. They thin
Different stars, or at least stars not in same configuration makes me happy. I would prefer that it'd be in the same universe, just different part of it. So distant that it might as well be the "alternate universe", but still the storylines could theoretically meet if the creators decided to make references to it when they finally return to Star Control. [quote who="Maogan" reply="19" id="3616894"] Seriously though, if you're not reusing star names, I hope that means this
SC1 had these Precursor relics that upgraded your regular ships, giving them more energy capacity, crew capacity, energy regeneration, thrust or turning. I guess in SC2 they felt they didn't need it because there was the flagship to customise. As for random events like the OP described, I they might work. I think they should generally happen in response of player stumbling across something instead of just happening, though. Also keep the incremental percentage increases and decrea
Yeah, I too dislike the loot avalanche that is most commonly seen in ARPGs and MMORPGs. That flaming sword of fiery doom isn't so impressive when you have already had 5 slightly less powerful fire swords and know that you will probably find one that has slightly better percentages in the next level. It just becomes drudgery to wade through all the stuff and decide which you sell to the merchant and which you keep for a while. No sense of wonder or power at all.
Yes, this is a good idea for post-victory focus. This new area might become accessible at some time point of the main campaign, but should definitely be available and maybe even really intented to for after the victory. Either a new full-size map that would get all the DLC content or a number of smaller ones. One for each DLC. Maybe they are pocket universes or the star maps just are smaller with no explanation. The problem with former is that with just one DLC, the full map would be too empt
Not being canon doesn't mean that it isn't a game that existed and from which another, unrelated game series lifted story elements. Of course, I might also be wrong and there might be some other sci-fi story that is the source for both of them. It sort of sounds like one of those classic 'answer to the Fermi paradox' stories so I wouldn't be surprised.
Something like 30 to 40 hours seems to be my sweet spot these days. Longer is fine if making it that way doesn't make it repetitive. Shorter can be OK, if it's quality content. As for DLC/expansion stories, I prefer them as self-contained. I hate it if I have to, after already finishing the game, start the whole main campaign again or load an old save just to be able to play the new expansion sidequest. That's generally for RPGs at least. Maybe I'd mind it less if it's don
[quote who="Hunam_" reply="65" id="3615689"] ^ But you can't ignore the fact that ME was massively influenced by SC2. ME is a bastard child of SC2 and Star Wars in my book. [/quote] Heh, unfortunately it is also infuenced by a certain other game that uses the title Star Control. Consider the Reapers. An ancient race that waits outside the galaxy to come to harvest the starfaring races every 50 millenia or so. In this other game, extra-dimensional beings periodically come
I used to be a huge Star Wars expanded universe nut up until it effectively died for me somewhere around 2012. They decided to ignore all that and start the new film with fresh continuity. That annoyed me enough to kill all the hype and I went to see it with pretty fairly attitude, with some of "it better be good to be worth it". I came out from seeing it reasonably entertained, thinking that it's not great like episodes 4 and 5, but not bad like episodes 1 and 2 either. Fairly fun with s
I wish they'd be the old ships in melee. Not only they'd be cool to have, but they'd keep the devs honest when designing new ones. Not this "since there is no Yehat or Melnorme in this game, let's add a ship that moves and fires like Yehat and has Melnorme's special" business. Not saying it's sure to happen, but the temptation is there. Anyways modder or dev, please implement the VUX Intruder with all its glory including the way it's supposed to always warp
Heh, I know it's going to be earlier era, and recently binge watching a lot of Star Trek: Enterprise probably influences me, but I'd start at somewhere around 2114 or so. Humans have, perhaps with some Chenjesu advice, built their first starship and send it to explore the areas directly away from the Ur-Quan to seek Precursor artifacts, new allies and possibly new ares to colonise away from the Ur-Quan if the war fails. So the star map would be on the "other side", more toward the rim
Some major races that play a significant part in the story having multiple ship types is an old idea of mine, but not necessarily that practical or at least very high priority if there is a lot of aliens with ships already. Got to get one ship to everyone before thinking of expanding the fleets. A joke race: 2 alien species that look identical to us humans, but insist that they are completely different species and act all insulted when humans keep getting them confused despite their o
While, over the years, I have loved to speculate what other game genres set in the Star Control universe might work, I think this one should keep it very traditional when it comes to combat. Spacewar type ship vs ship with plethora of different kinds of ships with some rock, paper, scissors (lizard, spock) type balance, adjusted with ship costs if that isn't enough. Top down is a must, but maybe like in some modern sequels of classic fighting games, there could be some 3D effects