Right now we know that we have about 15 ships for super melee. If stardock is constrained on resources to create more, I propose alternative weapon selections for each ship. As an example the alternate weapon set for the human cruiser would say replace the primary nuke missile with a forward laser and add a temporary shield like the sc2 yehat terminator instead of the point defense for the secondary. By doing this you can milk 2 different playstyles out of every ship and
cwrightc84
Hello All, This is my first of many comprehensive feedback posts. My critiques this time target current October Vault and it is my hope that the developers and community find this information helpful: PART 1: PLOT/LORE While I don't have a major issue with some of the backstory that was provided so far, I do want to point out some key points that I believe made Star Control II successful. If the development team hasn't, the
Thanks for the update on this, coming from an experienced skyrim modding background for four years I might be able to add these kinds of ideas in myself if the extensions of the modding tools permit.
Hello All, This will be the first of many alien race and plot ideas that I would like to contribute to the SC universe. During my space-age table top game, I used this scenario for my players and it was greatly enjoyed: THE OUMA AND THE VOOR: The flagship's first encounter with the Ooma will be via a distress signal coming from an extremely damaged ship that is orbiting one of the star systems the
Hello All, My name is Chris and Starcontrol II has been the single greatest gaming experience of my childhood. It shaped my view on science and opened a gateway for me to the world of Sci-fi, forward thinking, and the concept that videogames can be works of literary art. While many have tried, no one has been able to capture the magic and mystery of Starcontrol II. The closest attempt was Bioware's Mass Effect series -which was alm