ive said it on your forums but you gotta really anylize star control 2. they had it perfect with the amount of replay ability and various ways you could play the game. you could save other races from extinction or you could go on a death crusade and annihilate their home worlds. build the ultimate ship from all their technology. there is even a resource gathering part of the game where you land on a planet with your little lander module, and gather all the resources by driving over it. some planets were hostile with lightning or earthquakes and you had to upgrade your lander before they could go on those planets.. but sometimes its worth it because 1 resource might be worth 1 billion dollars or something so you risk everything for 2 seconds on a hostile world. another game to look into for the comedy is Space quest. space quest is frigging amazing.. if you guys need help with ideas for away missions i'd be glad to help.
+1, especially interacting with other worlds and races in different galaxies. I don't know if you guys already implemented this, but I think this would be nice if you didn't yet! And resources seems like a cool idea too. Anyways, really really can't wait for this game to be released EDIT: I was reading through the forum and read about the IAPs. Will the IAPs be substantial, in that only limited features will be included in the game before purchasing IAPs? I saw a post, it said controlling alien ships and exploring worlds with away teams will be in expansion packs. How much would the estimated cost be, like a ballpark figure? Will it be more expensive than the game itself?
It's been a while, and I know others like myself have been wanting to ask the question as well... So.. Any news? I have read every.single.post in the forum and CANNOT wait for this game to come out...!
I knew about this game when it was on kickstarter (im sure it was kickstarter) and have been waiting eagerly ever since. Some more new news would be nice
Yeah, I read about that earlier in the forum... went to the kickstarter page, they had some cool giveaways.. (I'm quietly kicking myself for not having contributed in the project). The t-shirt looks great.. and the poster! On the other hand - you know what they say.. the higher the expectation, the higher the... dissap*censored* (i.e. I was upset with how Hunters turned out)
I was looking forward to this one really seemed like it could be a cool game before I read about IAP/DLC I won't judge it yet but they sure know how to put me off a game. It would be nice to have an option just to buy everything outright in my opinion I've had an awful lot of problems with IAP/DLC and tend to avoid it outright even if I'd like the game.
Drop turn-based combat? Building, hiring, managing etc are all occurring in real-time. Ok so we have turn based on-ship combat and we have realtime ship Vs ship combat. Heres the scenario: You receive a transmission from the Evil Cortexians. You start a fight with them- your weapons begin to charge and you fire using a brief 10 second minigame to target them. You then take a few critical hits and your shields drop - you have a fire from the last shot occurring on you're bridge so you move some guys from your engineering to go fight the fire. Meanwhile your engineering gets hit by an even bigger blast and you have to split this repair crew... AND... OPTION 1 A new message appears- YOUR ARE BEING BOARDED! the game turns into a turn based mode, with you choosing up to 5 officers to fight off the invaders. You choose Bob, Frank and KalVar the Midorian with a guun Plasma Balst skill. They appear as a group on the bridge. The ship is all dark except for your 3 guys (for fog of war) and you select and move each guy to try and find these invaders. 4 turns and you see two of the cortexians near your medical bay - you fire a grenade and nail both. finally you find the third Cortexian in another hallway and nail him with a good laser shot. On-ship ends and you're back in the battle putting out the two fires. OK thats Option 1... OPTION 2 All of the sudden three green particle clouds accumulate and 3 cortexians appear in the middle of your hallway- you quickly tell your engineers to stop fire-fighting and run away! Immediately after you send 3 of your tactical officers from Laser Room I to fight the cortexians. You're lasers are no longer charging but you need to stop these Cortexians first as they are moving towards your bridge. Poor Larry the medical officer is right in the hallway at the time they beam aboard and is immediately grabbed by one of the cortexians and the two beam away - never to be seen again. the remaining two cortexians are slowly marching down the hallway - your tactical guys arrive and start to fire their lasers at them - a few shots later the cortexians are bits and pieces and your tac officers run back to their Laser Room. Your repair guys were sort of standing out of the way this whole time and during the little skirmish you've taken another few shots you now have 4 fires burning at various spots. better hurry. SO, The problem we are running into is that with Option 1 it goes into the turn-based mode it almost feels like too much of a gap in gameplay to the point where people have to learn a new ruleset, it is much slower and methodical, and slows everything down (obviously) in the battle. Its also a little tedious cause the ship is so large. (we could possibly limit the skirmish to a given area to make it go faster) Option 2 is more seamless - it presents a richer gameplay for Ship Vs Ship and some more possibilities. You'd lose that slow strategic element that we all loved about x-com - but it is also very methodical and is slowing down the game overall - its like a pause. We could separate turn-based into standalone missions - but honestly we are leaning more towards killing turn-based combat. What are your thoughts guys? We could also have turn-based combat come into the game a few months after release our first DLC called AWAY TEAMS that adds off-ship experiences in the form of turn-based modes - a more full experience would result for that phase of the game. Thoughts?
Option 2 sounds better IMO. The problem that I seem to have with a lot of TBS games is thateach game is really slow and I get bored. Btw, for option 2, how much control do you have over your guys that are fighting?
I will say, I almost always prefer turn-based combat when it is an option. In this style of game, strategic resource management/exploration-like, I think it would be crazy not to have a turn-based combat system (Option 1) since that's the only way you can really extend the idea of micromanagement to combat. But, of course, this is my opinion! I know a lot of people find turn-based combat slow and monotonous, but it doesn't have to be that way if it is well-executed! Of course, real-time/semi-real-time combat (Option 2) wouldn't stop me from buying or playing this game! Whether you decide to include combat in a later release is up to you and how much time you think you need. I wouldn't mind if the first release didn't have combat! I just want to play it ASAP since it already looks so awesome in the screenshots and videos!
Option 2 sounds so much like the better option in my opinion. Seems almost like a RTS minigame within the main battle. I like it. Cant wait to see the finished product either way.
I don't get why most of the game is real-time. I agree it's a bad idea to mix both, you are better off focusing on one or the other. Of course I would prefer everything to be turn based.
If the combat is tactical enough to warrant turn based combat go with option 1.maybe have different combat specializations eg.hand to hand, phasers, explosives/heavy, all usefull for different combat environments, hand to hand for subduing and taking prisoners. Heavy security for those badguys you just need to paint engineering with (vaporize first, ask questions later). But if combat is just shooting bad guys with phasers every time I'd rather dispatch a team like in option 2.