SCO is in the same universe as Star Control 2. It's in a different *timeline*. If you've played both games, you'll see that SCO reminds you of that regularly. As a player, I don't mind it and actually consider it an interesting touch! I would love to know what happened to all of the "missing species" in SCO. As an observer to this ownership kerfluffle, I feel like SCO make a lot of effort to tie itself to its predecessor. It does not always copy
NStormRider
A few things. This isn't specifically a list of things that Fred and Paul think that they can individually claim any sort of ownership to, but, rather, a claim that the mechanic that is used by SC:O is essentially identical to the mechanic used by SC2. And it is. This, combined with a slew of other similarities, is where the objection lies - not in the individual nature of each mechanic. And you honestly cannot say the game did not directly copy the hyperspace mech
Ultimately, I think that's a good idea for the story as a whole - to have limited technological advancement available to the player. I think that keying it to races would be good. The biggest thing that I think needs to be present is some sort of cap or limit on this, so that upgrades don't make the game totally unbalanced. Whether that's having an upgrade 'slot' or having there be a resource cap on stardocks for ship creation, it is important that the
From my own observation, Star Control 2 allows for people to switch ships mid combat, but does so at the price of making the ship temporarily helpless. If the ship doesn't have the ability to gain a defensive distance, it has to rely on its population to bear the brunt of an assault - and that may not work out well. If we do allow multiple ships in a fleet to participate, I think that we could do a few things with it. I don't know if we're going to have a hull
So, I think it's very likely that any sequel / prequel to Star Control is going to continue to make use of the top down, real time combat, much like its predecessors. Additionally, I've already made the point that the ultimate mechanics are pretty much a fighting game. The combat's a game of positioning, timing, reaction, and balancing strengths and weaknesses, while making use of the environment. Simplistic at its base, but with some pretty significant depth.<
I think having an Androsynth campaign would be interesting, but I don't want to leave behind Earth and the Alliance of Free Stars.
Honestly - and I have found this trying to get my friend to play Star Control 2 - it's not so much that the combat is terribly difficult, but, rather, that Star Control drops you into it without a great deal of preparation. Even a simple discussion of strategy with illustration would help people. Knowing that, as an Earthling Cruiser, your primary strategy is to fight from as great a distance as possible, would help many enormously in the first few fights. I was consid
Honestly, I'm all for adding some new aliens. You could even integrate aliens into Star Control 1 without actually changing the plot much at all. There are three categories into which these aliens might seem to fall. 1.) Un-uplifted races. These species would wind up being, basically, either planet-bound or system bound. They wouldn't have the spacial infrastructure to participate in the Ur-Quan war in a meaningful way, but could still be a source of
Honestly, I want to keep the top down space combat, but make some major graphical additions, as well as add new features to the gameplay. At its core, the Star Control series's combat wasn't set up to be either RTS style, or 3D space simulation style. Star Control Classic's Melee is fundamentally a fighting game . Fighters have come a long, LONG way since Star Control 2 came out in 1996. Star Control 1 actua