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Topic: PC port of Genesis SC1, maybe? (Read 17679 times)
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Sage
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On SC1, no.
I'd much rather use Timewarp (imposing a limit of SC2 Super Melee ships only) than try to netplay SC1 on Genesis.
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guesst
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Ancient Shofixti Warrior
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Yeah, but no one ever finished TACT for TW. *cry* That's the whole point of this thread. Wanna play SC1 stragety game. Want Archon in Space. No one wanna play with me. *(mock) sad*
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umgahbob
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The emulator Gens comes with kaillera built right in, and it works pretty decently, if you have some form of broadband.
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J3RK
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I didn't finish reading this thread, but I have one suggestion for SC1 fans. Get the Amiga version...
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jwj442
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I'd rather just put in an enhanced version of the strategic mode as an add-on. It doesn't seem that complicated. In fact, I could probably program the mechanics, though integrating in the combat would be more difficult.
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Mormont
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Oh, and although I did like strategic mode, don't you think supermelee more than makes up for its absence? Not to say I don't want it, just that I don't think it should be a high priority. I strongly disagree that SC1 had more replay value, because supermelee provides a lot more replay than strategy mode IMO.
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guesst
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Ancient Shofixti Warrior
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SC1 had a melee too. Yeah, it wasn't super, but I played it all the time against my buddies.
I suppose I just want to have my cake and eat it too, but I still get all giddy whenever someone mentions this idea.
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Mormont
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Yeah, I know it had melee. But there were significantly less ships, and you couldn't make your own teams.
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Mormont
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I'm not saying I don't want it. I'm just saying that IMO the supermelee > Sc1 strategic mode, though strategic mode with more options, Sc2 ships, and custom teams might be even better.
Actually, I have thuoght of a few ideas:
Rather than restoring full crew immediately, colonies should restore 4 crew or 30% of the ship's maximum crew each turn, whichever is more. IMO colonies were bit too crucial in SC1. Remember that scenario with one dreadnaught against six scouts? That was SO annoying because you would heavily weaken the dreadnaught, then it ran away to its stupid colony and healed. Syreen recrewing should still work as it does.
I really think androsynth should cost more. It's easily on the level of Yehat and Utwig IMO.
Some scenarios should allow you to choose your teams. Of course, the more story-based ones should have preset teams.
Bombarding an installation does not always make it a dead world, only half the time.
New installation: shipyard. This would be like a mini-starbase, but it takes six turns to build and can only build ships of the same type as the ship that built it. Also, it takes an extra turn to build the ship. A fortification on the planet is requrieds.
New ship abilities: Kohr-ah also destroys fortifications instantly, just like the ur-quan.
Instead of destroying an enemy colony and turning it into a dead world, the Orz can choose to capture it. This takes three turns, and half of the Orz's current crew, though they get it back when the colony is taken.
Slylandro get crew at mines instead of colonies.
Mmrnmhrm can recruit at mines and colonies, but only at two-thirds the normal rate (they must be a little biological cause Syreen works on them).
I REALLY think the Umgah needs an ability cause it's so low on the food chain, but what would suit them?
Speaking of SC1, how abuot the old Mmrnmhrm victory ditty? It was so much cooler than the new one - anyone else think so?
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« Last Edit: October 26, 2003, 07:40:43 am by JWJ »
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Spurk
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^ Um, huh? Destroying a colony leaves a life world, not a dead world.
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Mormont
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It does? Well, I haven't played the game in forever.
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