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Topic: Ideas for after 1.0 (Read 11255 times)
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Captain_Smith
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I want to see this feature because it could potentially fix the most major flaw in SC2: that basically 95% of all that you do is play a bland mining mini-game that isn't fun, and use the majority of the resources you gather to buy fuel in order to get more resources.
I typically go repeating this one...if this is the case, you haven't mastered the game and need to rethink how you are approaching the mining aspect of it.
If you do the mining aspect right, you only really need to spend maybe 5-10% of your time with it.
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Novus
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I want to see this feature because it could potentially fix the most major flaw in SC2: that basically 95% of all that you do is play a bland mining mini-game that isn't fun, and use the majority of the resources you gather to buy fuel in order to get more resources.
I typically go repeating this one...if this is the case, you haven't mastered the game and need to rethink how you are approaching the mining aspect of it. If you do the mining aspect right, you only really need to spend maybe 5-10% of your time with it. First, strip-mining every single planet you see is a waste of time and fuel (landing may even cost you more than you gain!). Stick to mining interesting-looking planets instead of every single dustball you see (Hayes has some good advice on this). Planets near hot stars tend to be cool but not cool, if you see my point.
Second, there are other good ways to get RU. Mining is seldom necessary except at the start of the game.
Third, I may be missing something (I haven't played Starflight that much), but in my opinion, Starflight is the one with the "bland mining mini-game". Actually getting from A to B takes positively ages (on the Amiga, at least), and exploring through a whole planet takes forever minus 1 day (or so it seems). In UQM, you can at least get back to the plot quickly enough without leaving lots of minerals behind. On the plus side, the feeling of "there's a whole great big universe out there" is a lot more intense when you realise that you can literally spend a lifetime exploring!
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Deus Siddis
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"Third, I may be missing something (I haven't played Starflight that much), but in my opinion, Starflight is the one with the "bland mining mini-game"."
Hehe, I don't think so, not compared to SC2's.
"In UQM, you can at least get back to the plot quickly enough without leaving lots of minerals behind."
That might be because in the Amiga version (as in the PC version) that you played, minerals are completely unlimited. Land, mine everything on site, take off, then land again in the same spot, and more minerals are there.
"Actually getting from A to B takes positively ages (on the Amiga, at least), and exploring through a whole planet takes forever minus 1 day (or so it seems)."
That's sort of the thing with planets, they're just really big. You have to understand though, that in Starflight, you're tactics are a little different. You don't just search every single square inch of a certain world. You use the clues you've obtained through communications, records and messages, and in some cases, navigational artifacts, to show you where the important sites are.
It's not the same as simply flying overhead, running over a few glowing things and zapping the half dozen lifeforms on the world, planets are meant to be vast worlds that are natural, diverse places- helping you complete the main storyline is not their only reason for being. There's storms, diverse lifeforms, unlimited natural resources concentrated in different places (if you can't find many minerals, try looking in the mountains of worlds with high mineral densities,) and secret ruins. Of course, this was done in '85, not '92, so the technical capabilities were far less. But worlds and general (non-plot-driven) exploration was still a much bigger part of Starflight, than Starcontrol 2's 1 minute strip mining approach (basically as you said, mining and exploration was only for the early game, later on you'd only land to pick up a device someone told you was there.)
Of course, just because some of us really what to see planetary exploration made into all that it could be in space games, that doesn't necessarily mean it would fit SC2, whose focus is almost entirely on combat and story development. Loyalists would maybe find it to be too much of a distraction.
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Novus
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"Third, I may be missing something (I haven't played Starflight that much), but in my opinion, Starflight is the one with the "bland mining mini-game"."
Hehe, I don't think so, not compared to SC2's.
"In UQM, you can at least get back to the plot quickly enough without leaving lots of minerals behind."
That might be because in the Amiga version (as in the PC version) that you played, minerals are completely unlimited. Land, mine everything on site, take off, then land again in the same spot, and more minerals are there.
OK, so the problem is that I'm expecting Starflight to be like UQM; my expectations from UQM may be preventing me from seeing Starflight as a different game where different rules apply (and thus, I end up trying to play Starflight like UQM).
I'll have to have another go at Starflight some time.
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Deus Siddis
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If I recall, the Sega version of Starflight is more similar to UQM. Though I think the Amiga version beats it to the sub-atomic level, star control fans might find the Sega to be preferable.
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Captain_Smith
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Now that I've played through the game, this is true. But I find it hard to beleive that someone on there first run would only spend 5-0% of their time resource gathering. Probably 50% at the least.
If you didn't want a challenge, then why play the games in the first place. That's the worst kind of game to me, the one that I can sit down with for the first time and beat within two hours.
Besides, after a while, one should learn to go after profit and not hoard minerals. After all, it does approach common sense.
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