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
My name is Jonathan Rafferty, and I've been a fan of both Star Control 1 and Star Control 2 since they first came out on PC. I can recall countless hours I spent playing Star Control 1, competing with my brothers using different halves of the keyboard, and making bets about who could win with what in SC1's melee. I bought and played the original PC version of Star Control 2, and the music and fonts gave the game such texture that I actually still prefer the version without
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
To some extent, Star Control 2 still had that sort of colony management, but it was based around defending certain alien races from threats, making alliances, or making war. I agree, though - if you try to manage the entire front, you might wind up with the entire game being bogged down in micromanaging resources, or have the game depart too far from its core. Colonies would almost seem to work better in a long-term multiplayer mode rather than a central story arc. Unless,
Honestly, I think that Star Control really needs to have good multiplayer. I started loving the series with Star Control 1, and played countless matches against my family. I honestly tended to play Melee well ahead of the missions... but I enjoyed both. I could see both a turn-based strategy playing out... or a long term strategy. But I don't want to see anything quite as involved as a real MMO. I would prefer something more similar to, say, StarCraft or
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've got no ideas for this race personality wise, but I would love to see a race that used gravity manipulation in order to fight. ... And, in true Star Control form, I think we've got enough Hipsters in the real world to see an alien take on 'em. I'd talk about forum trolls / 4chan, but, well, Umgah.
Honestly, I think it'd be nice to have a strategy element to the game. I think that SC3 was always intended to have a strategy element, however, the way it was enacted was atrocious. There was, essentially, no difference in how different races established colonies, or in what planets were ideal to what species. There was one resource. There was no choice in how a colony developed. Most attrocious, enemy colonies didn't expand their power. They did
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