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Topic: Thoughts - For a greater reworking (Read 5164 times)
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Shiver
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It's too late at night for me to fully analyze and respond to all of that, but it seems like you're trying to play the devil's advocate by pointing out things wrong with SC2 and praising SC3. But it's pretty obvious you feel the same way about the two games as the rest of us here.
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Shiver
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So our general ideas so far are:
Sentient Mileu During SC1, lots of combat scenarios
Did anyone think of what happens after SC2? Toys for Bob would have to invent a lot of new crap since the Orz are the only thing I can think of that seem like an unfinished plot line.
A homeworld-esque engine would be awesome for SC2, what with the precursor vessel and 12 support ships allowed. You wouldn't get the sport of dueling enemy ships 1 on 1, but commanding all ships at once in 3D would be a fair trade-off. The flagship would have to be huge enough to fit twelve capital ships inside it, so it would no longer look the same size as a Dreadnought. I guess it could still accelerate as fast as other ships with that huge engine, but its manueverabilty would be cut down to the point that you could no longer dodge around even the slowest of ships. It would be interesting to see a large group of Utwig and Supox face off against and defeat an equal number of Kohr-Ah Marauders.
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Death 999
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We did. You did. Yes we can. No.
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I was under the impression that the 12 support vessels were alongside, carried along in warp field eddies. That's why size doesn't matter - they would be sloshing around in the field, and if you tried to put two together they'd keep smacking into each other (not that this has negative effects in combat...)
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Mormont
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I love YaBB 1G - SP1!
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A colony building Master of Orion type game just doesn't mix well with a story-oriented space exploration game like Star Control. SC3's colony system just got in the way. What I would like to see is the addition of an SC1-type strategic mode that is separate from the main game. That would be cool, but it should be a separate mode.
And I really like the rich story of SC2. It has THE best story for any game I have ever played, bar none...only Geneforge and Betrayal at Krondor even come close. I don't find it frustrating at all, and I think most people don't.
But one change I never want to see is a new combat engine. MAYBE a few tweaks (like multiple ships), but even then only after careful consideration. A homeworld-type engine, a wing commander-type engine, or a master of orion-type engine would NOT be Star Control! It's like trying to turn a first person shooter into an RPG - even if it's a very good RPG battle system, it's not the same thing.
As for using your fleet - yeah I think that fforcing you to use your escorts would be a good idea in a future star contorl game. Although nobody's making you use your flagship - you don't have to fight with it if you don't want to.
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« Last Edit: March 27, 2003, 12:39:41 am by JWJ »
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Death 999
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We did. You did. Yes we can. No.
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A colony building Master of Orion type game just doesn't mix well with a story-oriented space exploration game like Star Control. SC3's colony system just got in the way.
Well, part of it was how much dependence you had upon these colonies and how powerful they were.
The crew regeneration rate made no sense - two humans plopped down on a planet would become ten crew in the space of less than a year.
SC1 ignored this problem -- an Earthling Cruiser with one crew could found a colony which would re-crew it the next turn.
SC2 had a different solution - a finite crew supply, no colonies.
SC3 increased the detail, making the fallacies of SC1 that much more ridiculous.
SC3 (proposed) could take an entirely different re-crewing model, such as: You re-crew only by having Talana 'recruit' Mycon. (I like the idea that the game be based on the idea of having several captains - main characters - whom you lead around and they interact and can talk with each other. One would be Talana, another would be Zelnick, another could be Fwiffo, and more would be found throughout the game. If any one of them dies, the dynamic of the game changes, but it does not end. An important aspect of this is that you can effectively be in more than one place at once. This would require that the characters have advanced precursor communication tech that doesn't give away position very much. Also, escape pods could be used to save a captain and crew while losing the ship -- could be useful under certain circumstances).
Another possible recrewing model could be that you find a precursor facility which makes robots fully capable of acting as crew...
Or you can return to a friendly colony to recrew, and aas you gather more support, more places will help you (essentially the same as SC2)
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Mormont
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I love YaBB 1G - SP1!
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So are you suggesting that we actually ADD stuff to UQM, or are these just ideas for another SC game?
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