[quote who="Van_Adel" reply="15" id="3605384"] The Umgah Drone was probably my least favourite, too. For me, the butt-first charge coupled with having to swivel around quickly enough to engage that ridiculous cone weapon was an exercise in frustration. I was never much good with the Ilwrath Avenger, either. I'd usually spend an eternity with the cloak engaged, trying to get close enough to burn my enemies to a crisp, but then as soon as I'd uncloak I was the one getting smoked.<b
Kzer_za
[quote who="cuorebrave" reply="3" id="3601547"] It's funny how everyone always waxes poetic about the ships being so balanced, and I even tend to be nostalgic about the incredible balanced combat system... but when I think about it... REALLY think about it... there were clearly some ships that destroyed and others that were pretty much useless in the heat of battle. I mean... a Supox or a Shofixti or a Zoq Fot would never be able to take down an Urquan Dreadnaught or the CHMMR Avatar
[quote]Star Control classic started in the 22nd century, not 27th. In the classic timeline, the Androsynth leave Earth and soon after the humans come into contact with what became the Alliance of Free Stars. [/quote] This is actually an interesting oddity in the back corners of Star Control lore. SC1's timeline did originally take place in the 2600s (check the manual). With SC2, the story became more important and they decided to retcon it back 500 years.
I actually don't entirely agree with this topic. People tend to forget that Star Control 1 was partly a strategy game, and a pretty unique one. The problem with SC3's colonies is that they don't integrate well with the rest of the game and don't feel like they have any real consequence. I actually think it was a good idea, just executed poorly. Genre mixing has always been part of Star Control, so I don't think strategy elements should be ruled out as "not real S
I think the whole point of starting in the SC1 era is to reintroduce Star Control to a lot of people who haven't played it. There is some sense in this - it may be hard for people unfamiliar with the franchise to get into a post-SC2 game (so much backstory, and so many races!), and if the game is targeted specifically toward diehard fans it can't hope for more than a minor success at best. SC2 is highly regarded, but still not all that popular. To most players, the Yehat, Spathi,
By the way, those of you who enjoy Super Melee should try battling online sometime. Ur-quan Masters added Netmelee a few years ago, and more players are always welcome - stop by the #uqm-arena channel in the Freenode IRC Chat Server! Keep in mind that the community is small and it may take a little time to get a match. Most people play with a balance mod that adjusts ship costs, makes some changes to some ships (mostly small tweaks, t
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That timeline isn't entirely accurate...the Alliance existed already when Chenjesu contacted Earth (between the Chenjesu, Mmrnmhrm, Shofixti, and Yehat). In fact, asking Earth to join and fight the Ur-quan was the main reason the Chenjesu contacted us! So the Ur-quan should definitely be in. I imagine you'd see and sometimes participate in early parts of the Slave War as you're exploring and meeting races with one of the first human ships with hyperspace. Perhaps the game
Star Control 1's main game mode was 4X-lite turn-based strategy + action, Alliance vs. Hierarchy. Both sides would move ships around the starmap, construct new ships at Starbases, build mines and colonies and fortifications, and find Precursor upgrades for their ships. And some ships had special abilities they could use on the strategic map. The Syreen, for example, couldn't recruit crew at Alliance colonies, but blowing up Hierarchy colonies would max her out at 42 crew. When two opp
I disagree - it is quite good. There's huge variety in the ships, it's exciting and fast-paced and controls well (once you get the hang of the inertia and screen wrapping), there's real depth in things like different ship matchups and counters and how to master different ships, it's great multiplayer, and not many other games play like it. SC1 is a Star Control game too, and it's Melee + turn-based strategy. Melee is basically how SC started out and is the thing th
FTL is a good game, but if Star Control followed its combat it would feel nothing like SC. And there aren't very many games out there that have Spacewar-style combat - if a new Star Control doesn't do it, who will? I think fast-paced top-down arcadey combat with a gravity well and lots of very different ships is absolutely essential to what makes Star Control distinct. If it were jettisoned because this a reboot, I would quickly lose faith in the project. In a way it's eve