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Post by travail on Dec 30, 2013 16:55:32 GMT -5
Politics... the third oldest profession if you believe Erma Bombeck.
The second if you believe Ronald Reagan.
I'm often looking for the political underpinnings based also on player action, but I'm either trying to figure out how to survive on Insane, or too wound up by the latest trade embargo involving the faction with a shortage of Weapons, of which I'm carrying 84+, to get it.
That is to say, I approve of all political shenanigans (in a game at least). As long as I get to call them shenanigans.
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chronic
Exemplar
[ Star Traders 2 Supporter ]
I bloody well hate two things in this galaxy; Independants and Xenos.
Posts: 389
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Post by chronic on Dec 30, 2013 17:05:04 GMT -5
Sorry! Don't take my choice of vocabulary for a solid I opinion. In this instance "random" is a euphemism for "I have no idea how your game works but its excellent" obviously I definitely don't want 20k lines of mode outlined, but is there some form of meta game? Because generally planets stats are static, and there's few other visible factors that change besides the player. I'm confused, but slightly comprehensive.
DeValtos Imperialist
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Post by Deleted on Jan 9, 2014 14:24:50 GMT -5
I also would like politics and story to be more integrated into the gameplay. For example, I know from rumors that corperations pretty much run the quadrent and have unlimited powers, and that true democracy is a thing of the past, but I don't really see that integrated into the gamplay in any way.
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Post by Deleted on Jan 10, 2014 5:38:49 GMT -5
Politics... the third oldest profession if you believe Erma Bombeck. The second if you believe Ronald Reagan The first from the point of view of the taxpayer. I expect things are no different in the Quadrant. Canon personalities are a good thing, though even noncanon (captains) can have a cameo here and there.
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Post by boeu on Jan 10, 2014 9:54:06 GMT -5
Maybe have sections of the map have places where all factions have a safe harbour close by(eg like rychart prime when in survailence with cadar, de valtos, and steel song). Ive noticed that theres no places close to rychart from javat or thulun to sell records in spy wars
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Post by xdesperado on Jan 29, 2014 19:21:00 GMT -5
Elite enemy captains with upgraded ships. Currently your ships are the only ones that recieve any upgrades/changes from standard design. Add the ability to swap/change out upgrades for a premium price and this would be even better. CK/TA style tactical maps for boarding actions and on planet stuff. Increased role for officer's and ability to use them like a CK runner team/TA squad. (So I hired that mechanic and pilot, do I keep focusing on their traditional jobs/roles from ST1 or do I start cross training them for forays out of the ship? Also do I want to risk my hotshot pilot on an away mission because he's also good at picking up rumors in spice bars or leave him safe on ship so some crazed locals don't fill him full of holes while we're moving from starport to spicehall.)
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Post by Deleted on Jan 30, 2014 14:58:05 GMT -5
Increased difficulty on later years. Right now, once you get to a certain point, the game becomes very easy. It would be nice for the game to continue to be a challenge no matter the time, especially on the higher difficulties. More scarce resources with time, making ops like blockades and surv harder with time, increased xeno encounters with time, increased diversity of skill rolls in combat (so investing all in pilot wont guarenter forever combat dominance), enemy ships having upgrades and officers, increased tactical challenge for combat so that combat success is based not only on skills but also on the player's strategy and decisions, increased ways to lose credits, increased cost of things with time/level, dangers in urban zones like robbings and fights and other things can all help keep challenge and increase chance of failure, bankrupcy and death later on in the game as well as early in the game.
EDIT: Another idea would be to have certain feral planets require wilderness landings to get to urban zones, with a possibility of primitive alien encounters, rouge traders and hazardous environmental conditions getting from the wilderness to the dock and giving the explorer and strength skills an additional function
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Post by contributor on Feb 2, 2014 3:27:53 GMT -5
I'm cross-posting this from another thread that got me thinking about music for ST2:
This thread got me thinking of a pretty cool, though possibly impractical, idea for ST2. Having separate character class soundtracks would really be awesome and change the feel of each class significantly. I think a lot of thought gets put into art and abilities, but a different soundtrack for Smugglers (banjos) vs. Military Officer (steady snare) would be pretty epic and really change their feel. Down side would probably be developing all the tracks and the resulting file size.
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Post by Cory Trese on Feb 2, 2014 4:44:57 GMT -5
We'll definitely make the background music more dynamic in future games. I'm not sure character-specific is as much fun as location-specific, but it is an interesting suggestion.
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Post by Deleted on Feb 2, 2014 10:44:28 GMT -5
We'll definitely make the background music more dynamic in future games. I'm not sure character-specific is as much fun as location-specific, but it is an interesting suggestion. ooh, location specific sounds cool
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Post by Deleted on Feb 2, 2014 19:25:50 GMT -5
I think I have a good idea for ST-2- cosmetic vessel customization. With an array of primary-perhaps trim colors. I'd bring up modifications showing up visually on the ship- but That would probably take a lot more effort than its worth with a 2 man dev crew. I do notice that several ship designs in ST seem to share certain parts but diverge in others- adding to the ad-hoc feel of the stagnating technology.
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Post by Deleted on Feb 2, 2014 21:59:23 GMT -5
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Post by fallen on Feb 2, 2014 22:01:11 GMT -5
dayan - sorry if we were confusing in the Hangout On Air - we have chosen and are using a new engine, called Cocos 2DX for all new games, including Heroes of Steel.
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Post by Cory Trese on Feb 2, 2014 22:42:05 GMT -5
I think that part was right at the beginning -- I really like Cocos2d-x.
We picked it after about a month long selection process that included Cocos2d-x, Unity, LibGDX, Marmalade and some other options.
I have about a decade of C# programming experience, which gave Unity a big boost in the comparison, but in the end it just wasn't enough to make it the right choice for us.
I'm so happy we chose Cocos2d-x and no matter what happens, I'm going to be very positive about the C++ cross platform development environment.
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Post by guest on Aug 1, 2014 20:18:28 GMT -5
I love the idea for haveing systems, so you can jump to a system then fly to a planet. Each star system in there own inclosed little area. I just seems a little more realistic
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