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Topic: Stinger (Read 8333 times)
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Angelfish
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Re: Stinger
« Reply #45 on: July 31, 2009, 06:36:25 pm » |
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Lukipela, I prolly misunderstood your comment about the crew thing .
Anyway, about the realistic melee. My efforts are not exactly geared towards making the SC2 supermelee more interesting, but more towards making the single player portion of a future Star Control more interesting. One important thing I keep in mind is that.. not everyone can fly a precursor starship. Not everyone can command an entire fleet of starships, in fact, in SC2 the only one who did just that was captain Zelnick. And if the main character of a future SC game is not captain Zelnick or he flies a precursor starship, the game will have to feature something extra to make it interesting. These things could include modular upgrades, crew effectiveness, 'leveling up' etc etc
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Anarch Cassius
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Re: Stinger
« Reply #46 on: July 31, 2009, 08:15:51 pm » |
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As far as overcomplicating melee, let me say a few things. I am imagining simple things for the most part and not occuring too commonly. No crumple zones, no special areas to target. Just occasional critical hits doing fairly simple things. Maybe your turning rate drops or your secondary goes offline for a while, nothing that radically changes the nature of the game. The kind of effects you see the results of with the first Ilwrath and the Shofixti scout in Delta Gorno. Would this be too much for some people? Meh, probably but I like complicated games. Also I don't imagine it as a replacement for supermelee, more like how SC1 has Melee and Full game and TW has a ton of game modes. This would simply be another way to play, not a replacement.
I'd also like to see an upgraded strategy mode with things like exceptional crew members and modular upgrades, as well as hoping to see them in a new story mode. Me and some friends have been messing around with Timewarp in hopes of doing just that. Melee is fun and building fleets for it is interesting but sometimes I want something more complex and the storyline has limited replayability; the Full Game/Strategy mode really is my favorite and more advanced version would be awesome.
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Angelfish
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Re: Stinger
« Reply #47 on: July 31, 2009, 09:48:33 pm » |
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Speaking of TW: I really liked GOB with its modular upgrades .
And you know, wouldn't it be great for a future SC based game if you could start really small.. perhaps in the smallest earthling fighter busting out pirates around mars, then getting promoted to captain of an old cruiser which is a pain to fly, and then working your way to the top of some battleship while in the meanwhile an intergalactic story unfolds? Space will be crawling with starships again because now a lot of races have been liberated, perhaps earth will have its navy, but also outcasts which behave like space pirats etc etc. All the while having to work hard to keep your ship crewed, and you can upgrade it with certain modules to make it do better stuff.. Perhaps even work together with wingmen for a while, or keeping heroes on your ship that improve certain statistics of your ship, heroes who have their own motivations and might join you for cash or leave you when you do things that conflict with their interests/morals.
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Anarch Cassius
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Re: Stinger
« Reply #49 on: July 31, 2009, 11:21:51 pm » |
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Speaking of TW: I really liked GOB with its modular upgrades . And you know, wouldn't it be great for a future SC based game if you could start really small.. perhaps in the smallest earthling fighter busting out pirates around mars, then getting promoted to captain of an old cruiser which is a pain to fly, and then working your way to the top of some battleship while in the meanwhile an intergalactic story unfolds? Space will be crawling with starships again because now a lot of races have been liberated, perhaps earth will have its navy, but also outcasts which behave like space pirats etc etc. All the while having to work hard to keep your ship crewed, and you can upgrade it with certain modules to make it do better stuff.. Perhaps even work together with wingmen for a while, or keeping heroes on your ship that improve certain statistics of your ship, heroes who have their own motivations and might join you for cash or leave you when you do things that conflict with their interests/morals. Yeah that's about precisely what I had in mind. In the later game you may be able to gather a fleet and even support colonies directly under your command. The Vindicator is cool, but it takes the spotlight off the other ships to a degree and nothing will drive home just how awesome it was than trying to cope without it's flexibility and massive capacities in both war and mining.
The upgrades as I imagine them combine elements from most of the SC games. The basic upgrades found in GOB and SC1 are around... but they ARE precursor artifacts, they are not readily availible and often expensive if you can buy them at all. On the other hand they can be fitted to any starship with ease. There would also be several upgrades possed by each race, these are cheaper, less powerful and often tailored to the ship(s) of the race in question. Scientist and/or engineering specialists would allow you to get around this and splice the technology of alien races together for a price. The more races and science you have, the more options you have for redesiging ships.
As far as module capacity, I was thinking in terms of giving each ship several slots in a few generic catagories. Combined with racial limitations these slots can balance things to make sure insanely powerful ships are difficult or impossible to produce. Of course the effects of upgrades in SC1 were generally not ridiculous it's something to watch for. GOB's solution of simply raising costs might also work instead. Not entirely sure.
Your heros/specialist crew would also work to provide small boosts and allow things you couldn't otherwise do (like splicing alien technologies), and of course your main character provides you at least one over whom you have total control.
Hmm... are we off topic yet?
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CelticMinstrel
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Re: Stinger
« Reply #50 on: August 01, 2009, 12:20:21 am » |
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I have just one question.
...what's GOB?
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Anarch Cassius
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Re: Stinger
« Reply #51 on: August 01, 2009, 02:04:25 am » |
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GOB is a storyless gameplay mode in Timewarp. You start with a Supox Blade and face a slow but steady onslaught of increasingly powerful enemy ships. They do not come one at a time either. You get credits for destroying asteroids and ships which you can use to buy upgrades, repairs, or another ship type at 4 different space stations. Each station offers a particular ship and upgrades and most ships have some unique upgrades. You can get any ship, or apparently hunt for resources though I haven't tried that, if you find the Rainbow Rift, which like the 3 non-starting stations is somewhere randomly in the play field. Unlike the stations it moves each time you find it.
You can find it in Timewarp or if you search for GOB here you'll find an offshoot consisting of just GOB that is more recent and updated.
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CelticMinstrel
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Re: Stinger
« Reply #52 on: August 01, 2009, 05:39:18 am » |
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So, basically it's a Star Control themed version of Space Invaders?
Maybe I should go look at Timewarp then...
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Anarch Cassius
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Re: Stinger
« Reply #53 on: August 01, 2009, 09:30:47 am » |
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...Somewhat. It's pretty far removed from that genre but Galaga would be a closer analogy. Outside of Star Control itself it's probably most like Escape Velocity in the way the map is laid out and the dynamics of the fights. It's hard to find an exact comparison but saying it's a Star Control based rogue-like actually is pretty accurate. If you don't know Rogue-like games are low-story RPGs with randomized maps and lots of combat, Diablo is a recent example. Diablo actually has a good deal more story than most.
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CelticMinstrel
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Re: Stinger
« Reply #54 on: August 01, 2009, 05:12:10 pm » |
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No, I do know what a Rogue-like is; I've played both rogue itself and Nethack on occasion. Never got very far though.
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psydev
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Why don't all races have point defense lasers?
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Re: Stinger
« Reply #56 on: August 06, 2009, 01:09:37 pm » |
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As far as overcomplicating melee, let me say a few things. I am imagining simple things for the most part and not occuring too commonly. No crumple zones, no special areas to target. Just occasional critical hits doing fairly simple things. Maybe your turning rate drops or your secondary goes offline for a while, nothing that radically changes the nature of the game. The kind of effects you see the results of with the first Ilwrath and the Shofixti scout in Delta Gorno. Would this be too much for some people? Meh, probably but I like complicated games. Also I don't imagine it as a replacement for supermelee, more like how SC1 has Melee and Full game and TW has a ton of game modes. This would simply be another way to play, not a replacement.
Yeah, I wouldn't mind seeing in a SC-clone: Temporary engine shutdown (maybe a second or two) Temporary drift (ship rotates a few seconds before you can steer again) Weapon off line for a few seconds Special offline for several seconds Weapon offline until next match Special offline until next match Rotation reduced until next match
This would make hitting and getting critical hits an important part of strategy, and might make some ships more powerful than they would otherwise be, due to the secondary effects of damage.
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Alvarin
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Re: Stinger
« Reply #57 on: January 15, 2010, 12:45:50 pm » |
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I've remembered the thing about "being a hitpoint for the ship", and it occured to me that is being a red-shirt in original series of StarTrek all about - apparently main cast has two hit points
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