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Author Topic: Star Control: Behind Enemy Lines v1.1  (Read 12188 times)
Alvarin
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #45 on: March 13, 2010, 02:40:37 pm »

I would prefer less shooting and more exploring and figuring things out.
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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #46 on: March 13, 2010, 02:46:16 pm »

As you may have noticed, I'm sort of trying to add some more action that "Open door, kill enemies" to the game at hand. there's still plenty of evildoers to slay of course, but there's plenty of other stuff as well. Is this a good or a bad thing? Would you prefer more of a Xcom tactical game with just shooting, or maybe even less shooting and more "adventure game puzzles"?

I'd like some more roleplaying, and more story depth Smiley.
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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #47 on: March 13, 2010, 02:48:37 pm »

Oh, and less cheating!
We're inside a foreign ship, there's no god to ask what will happen when we shoot the limpets or the walls Cheesy. If it's not provided then there was no intelligence on that beforehand. So we need to try to find out!
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Alvarin
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #48 on: March 13, 2010, 03:01:27 pm »

Here's a cheat for you - we return to the shuttle, suit up in EVA suits and use my shotgun to punch holes in the ship. Ship decompresses, all crew dies. Chenjesu don't breathe, we're prepared. Game over. Victory.
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Lukipela
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #49 on: March 13, 2010, 04:26:03 pm »

Here's a cheat for you - we return to the shuttle, suit up in EVA suits and use my shotgun to punch holes in the ship. Ship decompresses, all crew dies. Chenjesu don't breathe, we're prepared. Game over. Victory.

Good luck not getting detected while you cruise around and piercing the hull of an armed starship capable of sucking up the damage from a multitude of very scary weapons (inluding Nukes, giant crystal shards and missiles) with your puny shotgun Wink

But noted, less shooty (although there will still be shooty) and I'll put in some of the stuff I was weighing back and forth on including. As for story depth, what do you think I am, Shakespeare? I'll do my best though.
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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #50 on: March 13, 2010, 05:11:29 pm »

You don't need to be shakespeare Cheesy. It was just a suggestion.. perhaps making some dramatic plot evolve during the course of this game, like for example is the case in mass effect Smiley.
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Lukipela
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #51 on: March 13, 2010, 05:26:18 pm »

You don't need to be shakespeare Cheesy. It was just a suggestion.. perhaps making some dramatic plot evolve during the course of this game, like for example is the case in mass effect Smiley.

Well, there is a dramatic plot involving rescuing an Admiral here, but I don't think my script or writing ability is on the level of Mas Effect Smiley Still I'll do my humble best.
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Draxas
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #52 on: March 13, 2010, 06:40:56 pm »

I think a balance of exploration and combat is best. However, if you do add puzzles, make sure we don't wind up in Resident Evil territory (weird, out of place, ridiculously complex, and lacking hints). For example, while puzzle rooms might be (somewhat) appropriate for defending temple rooms in the previous mission in the Ilwrath temple (though Ilwrath don't strike me as the puzzley type), they really have no place on board a prison ship.
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Alvarin
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #53 on: March 13, 2010, 09:11:56 pm »

Why not? here's a very simple example - you find a note saying Umgah scientist borrowed some part you need. Then you find lockers marked "ROX", "G'tulko" , "Moolah". Each one with different locks. Which one would you pursue? I think this could happen on a ship.
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Lukipela
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #54 on: March 16, 2010, 09:46:13 pm »

There are no "Get A, put it into B and move it to C" puzzles. Those take up too much time, and we're trying to move forward here. There are some smaller events lined up though, should you trigger them.

Also, I'm back so we're on.
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Dabir
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #55 on: March 16, 2010, 10:40:47 pm »

Now uploading full-size console pic, plus Spathi. Protip: check out the sceen on the right.

EDIT: Er, on second thoughts, just check out the screen on the right on the map, all the props for this level are in one file and I don't feel like chopping it up.
« Last Edit: March 16, 2010, 10:44:11 pm by Dabir » Logged
Alvarin
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throwing
« Reply #56 on: April 06, 2010, 10:10:05 pm »

Yeah, throwing distances are kind of small... I estimate a grid square to be 1.5 meters, so the mighty Shofixti can throw a regular 400 grams grenade to only like 6 meters... Right...
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Angelfish
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« Reply #57 on: April 06, 2010, 10:11:16 pm »

Yeah, throwing distances are kind of small... I estimate a grid square to be 1.5 meters, so the mighty Shofixti can throw a regular 400 grams grenade to only like 6 meters... Right...

Don't make fun of me! *bitchslap*
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Draxas
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throwing
« Reply #58 on: April 07, 2010, 05:13:25 pm »

Low celings?

It's a game balance issue. Do you really want to be able to (and have the enemies also) throw grenades the entire length of the ship?
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Angelfish
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« Reply #59 on: April 07, 2010, 05:15:54 pm »

Low celings?

It's a game balance issue. Do you really want to be able to (and have the enemies also) throw grenades the entire length of the ship?

grenades are rollable Wink
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