[quote]There is no randomness so it's ultimately "Scripted" in that sense. If player Q does the same things as player M then the same things will result.[/quote] Okay...but...that's not the sense I meant at all. I was really asking about, like, how much we can go off-script story-wise. Not code-scripting but scripting in more of a screenplay sense. Like, how much we can affect the face of the galaxy without having to have chats with aliens to do it? [q
BionicDance
With SCO's "living universe", though, it sounds as if you can go off-script and engage in wanton destruction...and that will change empires' attitudes toward you. ...but I still wonder what you can do to them. I mean, besides just kabooming their ships. How much--if at all--can you change the map in ways that aren't pre-scripted?
[quote who="Fulgrymm" reply="3" id="3719905"] If you're the bad guys, won't everyone else just gang up and take you down? [/quote] They can try. [e digicons]B)[/e]
What a strange set of criteria... "In Proxima Centauri we found some refugees called the Norast. They kind of smelled funny and I didn't like their shade of purple. So we blew them up."
Mildly curious about this, myself. I have a (barely used) gaming channel, and I've kind of wanted to show some stuff. Obviously not Chapter One, but Fleet Battles...? There are definitely some differences between the regular and beta versions; not sure how secret those should be kept and all...
I wish they would come out and say it's hush-hush: "No spoilers! Sorry!" That'd be disappointing, but far less frustrating than silence. [quote]I do know that there is the potential to help specific alien species grow or shrink depending on the actions you make[/quote] See, that's part of the problem: "the actions you make" is very non-specific. I'm certain that the actions we take in dialogue, in quests--both main and side-
[quote who="cuorebrave" reply="4" id="3719690"] I know you said people won't explore just for "the sake of exploration".......... but that is EXACTLY what I can't wait to do. [/quote] I know that was certainly part of the fun of SC2, and it looks like we'll be getting that again...turned up to 11.
Well, darn it, I'm dyin' for details! I've got all these ideas, but...well, the number of times I've been given hints about this sort of customization--only to discover, once I've gotten the software, that a lot of those ideas just weren't possible--is legion. Maybe I was expecting too much. Maybe I thought the details would have more customization options, I don't know. I'd just like a few details beforehand so that I'm not disappointed when the final prod
[quote]so if you need a particular material or mineral you know what to do.[/quote] So...we might need something for more than just RU, unlike SC2, where the type of element just determined its value. Interesting. [quote]the universe will keep getting deeper and bigger over time as we and fans begin to fill it up with new missions and new adventures over the next several years[/quote] I'm still very curious how all of that is going to work. I mean, I never thou
[quote]Since the game isn't timed, if you sat and did nothing, nothing would happen.[/quote] But none of the empires will go to war with each other if we just leave 'em to do their thing? No breakdowns in diplomacy, no trading getting out of hand and an empire taken over financially...any of that? I mean, I grok why that might be so--the game would get out of control if that happened, the story would get totally disrupted--but it'd be cool if it worked like that. [quot
Been wondering this for a while. Asked it more than once. Strangely difficult to get anyone to engage on the topic.
I'm going to guess, based on the size of the crew displayed, that the crew-size power up in Fleet Battles has a limited effect after a while... It's not super apparent, but if you look, you can see my ship sitting on it but not collecting it.
One other thing: the explosions from nuclear missiles are kind of...undramatic. Lackluster. They just seem to disappear instead of letting off a giant burst.
Kinna bugs me a little that you can't be hit by your own weapons if you screw up badly. Bombs that go off too close, flying through your own ink blots, getting hit by your own drone blasts, etc, should damage you just as much as the enemy; they certainly did in SC2. It only makes sense.
Gotcha. ...the X-rated DLC will be the bit you charge for, won't it. ;)
Will this be paid or free DLC?
Ah! Here we go...if I scroll down a little to force it to pop up below the click-link, it works; it's only if it pops up above that I get an issue.
Chrome. And, yeah, ad-blockers out the yin-yang. I did get it to work once, in a thread rather than the main forum, but haven't been able to replicate it.
[quote]Empires will grow. Empires will shrink. Your actions will have dire consequences for some, and be a tremendous boon for others. It just depends on your choices.[/quote] This is what I'm most curious about...if we just sat back and did nothing, what would we see? Would the universe change around us while we watched? If it depends on our choices...suppose we didn't follow the story, talked to characters, any of that. Suppose we just went around blasting the sh
I mean, I can get the gist from what little I can see, but...this ain't werkin'...
Shirt. Where get?
Out of curiosity...do the people who already have beta access get access to the update, too?
I suppose importing MP4 files--which have audio, after all--for each and every last conversation wouldn't be feasible. Personally, I'm okay with having a generic loop of visually speaking; not ideal, but I can work with it. My only concern is whether, when dialogue is finished, the babble-loop can finish playing, then a transition from end-of-babble-loop to idle-loop can play, so we don't have jump cuts. Speaking as someone who does animation and video edit
[quote]Difficult bit is for those use keyboard only in a fight. Numbers closer to WASD[/quote] Well, I use WASD, myself, but that only requires one hand, leaving the other free for things like using the mouse or inappropriately touching myself. So I figure the mouse-wheel option is a good one. Doesn't have to be the only one, but...I still think it's a good idea.
Ooh! I've got an idea! And it might require very little coding (but what do I know; I'm just an animator! Heh). How about, instead of off-screen indicators, we get a manual zoom in/out? It'd work like this: if we scroll the mouse wheel, just like we do in Crafting, the view switches to manual zoom, giving us the ability to look around if we're afraid there's danger. Then, if we click the mouse wheel, it toggles back to auto-zoom. No need for indicators&n