Kavik_Kang

Kavik_Kang

Joined Member # 3160460
21 Posts 362 Replies 9,468 Reputation

I am just throwing out ideas I think could be useful, I'm not really advocating except maybe in the case of having the basic scenarios of the genre as multiplayer zones (Base Defense, Capture the Flag, and Hockey). I can definitely see not having temporary power ups in the game. But there are some things that will be too powerful to really be balanced with the "normal" ships. The "repel" I mentioned is one, a ship that can repeatedly use that ability would be too power

8 Replies 1,791 Views

You guys may be thinking in terms of more modern games with all the thoughts of lots of upgrades and technologies. This is a very simple arcade game. There is another thread here, or maybe it is this one, where many of us expressed a desire to not see small incremental improvements in the ships. A 10% increase to weapon damage, for example, is not really appropriate to this type of game. Upgrades should be visually and tactically noticeable (i.e. make the weapon/device

55 Replies 132,987 Views

I decided that I will rename this before publication. The title was appropriate for Star Fleet Command, but for Star Control I'm going to wait to see the game and story/lore. Then I'll pick something from there that fits, like maybe there is an instructor in a tutorial named Fufflwump. I'll use something from the lore, take my name off it, and use something that makes sense and wind up calling it something like "Fufflwump's Learnings to *Dancing*". I&#3

1 Replies 4,700 Views

Ships in Star Control are fun arcade space ships. They are not serious warships in space with 4 primary weapons, 8 secondaries, mines, missiles, tractor beams and transporters. A ship in Star Control has 1 or 2 weapons/devices and those systems generally launch a single projectile or missile. They are very simple, and defined mostly by the weapon/device they have. They mentioned that so far all ships have 2 systems, and that sounds promising. That's how ships

8 Replies 1,791 Views

As I have mentioned in another thread, there are several well-established scenarios that are particularly popular within this genre. I don't see 1v1 and 3v3 dueling being enough to retain a significant online audience. I really think that as a bare minimum they also need a base defense mode, a capture the flag mode, and space hockey. Space Hockey is probably the "most star control" of these, you could create a Star Control universe sport, you might even have it mentioned

19 Replies 39,631 Views

Many years ago I wrote a similarly titled tactical guide to Interplay's Star Fleet Command. I will do a similar guide for Star Control. Obviously the game does not release for at least a year so I have plenty of time to finish it:-) Until I actually get to play the SuperMelee and see how the ships have been designed I can't really take it much further than this. I plan on keeping this guide as short as possible. If I can squeeze the information I am tryin

1 Replies 4,700 Views

I actually like the cartoony look and think it is perfectly appropriate for Star Control. I didn't like Spore and only played if for a few minutes before I put on the shelf, so I don't really know what the graphics in that game looked like. I would say it shouldn't look too much like Spore, or any other game, and the fact that everyone seems to compare it to Spore might mean that it does look too much like Spore. My opinion is that I want to see a cartoony look,

173 Replies 667,568 Views

I would actually like it if the main ship never became so powerful that you always used it. When I played the original I intentionally avoided using the main ship because it was so powerful. One of my favorite aspects of the adventure game in SC2 was the nemesis (rock, paper, scissors) balance that had you carrying a good mix of ships to use the right one against the right opponent... and losing a ship meant having a hard time against certain enemies until you replaced it. T

55 Replies 132,987 Views

There really is no limit to the number of ships you could have in one game, other than technological limitations and map size. Tactically, things work out fine no matter how many players are on a map as long as the map is large enough for the number of players. Subspace/Continuum has zones with 20+ players per side. It doesn't sound like they are planning on having any maps that are that big, but I would hope they would consider supporting up to 6 players per side. &nbsp

59 Replies 88,631 Views

[quote who="LightStar" reply="1" id="3373197"] Well, combined with the effects of global warming and the fact that the Earth is shifting on its axis, I imagine this is only going to get worse over the next 10 years. Climate change is affecting the entire planet, like having 90 °F temperatures in Alaskan Coastal towns right now, severe weather issues everywhere... huge tornadoes... melting ice caps... you name it, and it is probably going to happen even mo

2,913 Replies 9,287,696 Views

It's a minor thing, but one of the most memorable things about SC2 for me was the sound of the lander going down to the planet. It made that "whooossshh" sound when you launched the lander. If that is also a memory that sticks with others you might consider using a similar sound when the lander launches.

28 Replies 113,635 Views

Almost 20 years ago I wrote a 200 page design document for a top-down space combat game. This is an edited excerpt from that on general categories of weapons and devices in this type of game. I thought it might inspire the devs to think of some weapons/devices they haven't yet, or maybe view the ones they already have in a new way. Each category covers a broad range of possible weapon types. You will h

2 Replies 1,091 Views

I agree with those who don't want to see small incremental improvements in ships. In this arcade type of environment more dramatic improvements are more appropriate. For example, instead of the 10% damage increase you might get in a flight sim in this kind of game you uprgade to multifire instead, and shoot 3 shots instead of one (or something like that). If there are going to be ship uprgades, they should be more along these lines than minor stat increases. &nbs

55 Replies 132,987 Views

I am glad to hear a true top-down view will be possible, the 3D isometric view of SC3 really ruined that game for me all by itself. I don't even see how it is playable in that view but apparently some actually like it. Nice to basically have both. I think 3 weapons/systems would be the most you'd want on a Star Control ship, and you might also have a ship with only 1 weapon. That kind of variety in ship design is one of the things that makes Star Control so u

59 Replies 88,631 Views

Yea!!! Thanks for inviting me in to the founders program. I haven't done anything like this in over 15 years, and never thought I would again. I really am looking forward to helping out with one last game... especially this one.

99 Replies 862,338 Views

[quote who="Larsenex" reply="10" id="3604189"] Video games: Board games: Seriously there is only one game, the best game of all time: Advanced Squad Leader...nothing compares. (nearly $2,000 in modules, equipment and maps) [/quote] You are a 1%er of hardcore gaming. Only two games qualify you for that, Star Fleet Battles and Advanced Squad Leader:-) <p

52 Replies 241,696 Views

There are several scenarios that have proven to be particularly fun and popular within this genre. There is, of course, the typical 1v1, 2v2, and 3v3 duel scenarios which is the basis of the Star Control "SuperMelee" mode. Here are some others... Same as above, with three sides. The 3-player dynamic that game designers are aware of works particularly well within this genre. Base defense. There is some type of "base" that provides a defensive advantage t

3 Replies 14,480 Views

[quote who="Vaelzad" reply="19" id="3603854"] Quoting Kavik_Kang, reply 17 Yes, but they'll be starting with super melee and the combat which is where I might be able to really help. If I miss that there isn't really a reason for me to help. You won't miss o

99 Replies 862,338 Views

...which long ago changed it's name to Continuum. It is here at www.getcontinuum.com. It is still fairly popular among people who have been playing it for 20 years now. The devs might consider sending out founders invitations to players of this game. As I said, most people still playing it have been playing it for almost 20 years now. They have a vast amount of experience with top down space combat and ther

0 Replies 7,329 Views