Good day, Stardock community, recently I have been pondering how mining and combat are going to be implemented in the fourth installation of the Star Control series. And after much though I have come up with some ideas.
Mining:
Take 2: Do any of you SC2 fanatics remember the thrill of finding a rainbow world? Or discovering one of those rare and oh so satisfying ruby worlds? As much as I loved the mining mechanics in the SC2 its 2D surface map always...bugged me, it served its need sure, but something about it always bugged me. Now that we have far greater potential for graphics I think that a few adjustments and twists to the original mining formula could be done. First, instead of the old surface exploration I think mining could be made far more engaging if the minerals are located on a 3D globe, in which the camera will be locked (unless the user presses certain key where he can move the camera at will) on the lander wherever it goes. With this 3D map we can have a whole variety of new features, such as night time on certain parts of the planet (where the lander automatically activates some of its lights to illuminate all things in front of it), of course I would like to point out that like, like Star Control 2 the lander will be scaled up so it makes traveling far quicker, and I believe this should also hold true for SCIV, so sorry, no hour long planet traveling as that will take away some of the charm of Star Control's mining mechanics. Another thing that should be implemented into the new globe system is the utilization of mineral "biomes", where certain parts of the planet have different resources. For example, a radioactive-rich biome, while holding valuable minerals, is surrounded by huge lava and fire pits, making more common minerals, like basic metals, much more attractive. This creates a risk-reward situation where a person has to ask: "There are some nice radioactives and tzo crystals over there, but there are a lot of hazards surrounding these valuables, and I have lost most of my crew thanks to running in to a Ur-Quan dreadnought, should I risk it? Or should I mine the more common minerals?" I believe this will force the player to make more tough decisions which can make the game more exciting (at least, from my perspective). By adding this new mining system I believe that the outcome would be more exciting then the SC2 version while still holding true to its basic roots.
Combat: Now I know that SCIV combat is something of much controversy among Star Control fans, some love the old, arcade style of combat seen in Star Control 2, while others believe that it needs a complete overhaul. I have a few ideas that will hopefully cater to both sides of this debate. I believe using Galactic Civilizations III combat as a starting point is a good idea. I think the idea of a top-down view with the option of a free-roaming camera would work wonderfully in Star Control IV, imagine seeing an Earthling Cruiser and Ur-Quan dreadnought fighting at close range with all of the advantages of modern graphics, and the ability to view the battle at any angle. Now I believe that Star Control combat can be taken to a new level with the implementation of "escorts", ships controlled by the AI, but can add extra firepower to the battle. Generally I think the player should be controlling his flagship, with his escorts acting as the front-line. However, the player should have the option to not include his flagship in certain battles and therefore, control one of his escorts (a la Star Control 2). Allowing to have all of your fleets ships engage in combat at once will certainly help out new players, as when they engage a lone Ur-Quan scout they can rely on their escorts to take it down, while still learning how to control their flagship. This will also make combat move much faster, as you will not have to pick off every ship in the enemy's fleet in 1v1 battles like SC2, but instead be able to fly each fleet into each other in one, beautiful battle. I believe customization is also a very important thing for combat vessels, and I think you should be able to upgrade you flagship and escorts extensively. This will allow you to make your own combat style, whether relying on strong escorts to protect your flagship (which could then be made into a pure mining and cargo vessel) or relying on the awesome power of your capital ship, which in the end could mount hellborne cannons that do massive amounts of damage. Each class of ship (be it capital, cruiser, destroyer or frigate) should have their own individual advantages and upgrades, which will enrich the combat experience of Star Control IV.
Tell me what you think of these ideas and don't forget to pitch in your own! Constructive criticism is welcome.
P.S. sorry for the blank page before, I have no idea what happened.
I've been an advocate for acknowledging and expanding upon some of the elements from SC1 that didn't get carried over into SC2, and this fleet upgrade dynamic is definitely one I think we'd all like to see. I have a feeling some people who only know about SC2 and who didn't even play SC1 might not have even known about it.
What you're referring to was definitely an element of SC1; you did not have a flagship, but if any ships in your fleet visited a world with Precursor artifacts, they would automatically be integrated and provide bonuses to speed, firing rate, crew capacity, battery power, etc. Of course, these bonuses were completely random and you'd never know which ship might land on an upgrade or what the upgrade would be. Having finer control over which ships get the upgrades you discover would totally rock.I've been an advocate for acknowledging and expanding upon some of the elements from SC1 that didn't get carried over into SC2, and this fleet upgrade dynamic is definitely one I think we'd all like to see. I have a feeling some people who only know about SC2 and who didn't even play SC1 might not have even known about it.
Oh, I am aware, and there is a plethora of features from Star Control I that I would like to see make a come-back, I would enjoy if we could have scenario generators, for example. Maybe we could just work on listing some of the most attractive features from both games and how they could be incorporated into a new Star Control.
I've tried suggesting the same thing! Would love to see a little alternate "strategic play mode" as an homage to SC1. It could be a feature built on top of the standard melee with a randomized map that allows you to "control stars" (ha!) and initiate melee with other fleets by choosing which ships get sent to battle and where in a turn-based format.
Or hell, I'll go for broke and say how about an RTS version of SC1? Don't see why the hell not. Except instead of the units fighting on the command starmap like they do in all RTS games, we zoom in to the individual encounters and resolve them through melee combat. I bet it would certainly move the game along at a much faster pace and you'd get a combination of RTS and melee gameplay styles.
Whatever the case, I'll be really impressed if Stardock innovates with some new surprising gameplay modes/ideas like this (if not upon initial release, then in future DLC) rather than simply playing it completely safe by rebooting everything we're already expecting. SC2 was a mashup of different genres and I'd like to see that tradition continue with contemporary trends rather than rest on its 25-year old laurels, so to speak.
I love the general idea, especially the first suggestion, however I don't think the second idea could be as easily implemented to compliment the combat, and strategic layer of the melee. Not to mention that I would find it difficult to convince the Devs about implementing a feature into the game that goes against most of the mechanics that we would likely see. A far more likely, and in my humble opinion, more entertaining feature would be a Sandbox mode, where the player could carefully recreate and assemble battle scenarios, design new ships on the fly (with a similar system as seen with performance upgrades). Essentially an extended scenario generator from the old SC1. Some feature that adds in loads of replay ability and doesn't solely rely on mods in order to maintain the game's longevity (which, I am all for mods, but some integrated features for these kinds of things would be greatly appreciated).
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