FirgofBlind Mind Studios - Co-lead DeveloperRegistered Userregular
edited August 2010
I will make a ship that shoots ships which use tractor beams to pull enemy ships into my bigger ship which then shoots those at their allies!
Hahahaha. Unfortunately, you can't give enemy ships orders so even if you were able to fling them at their buddies, they wouldn't have the Ram order they'd need to hurt them.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
Instead of flying your ships places and using up fuel, just have one incredibly well stocked ship-gun
That is just a giant gun that shoots ships.
And name it the "Yo I heard you liked ships and guns"
But then your brave ship crews have no way to ever return home
I like it
They can colonize the planets they take over. If they don't win the battle they're screwed.
It will motivate them.
And then they can build the "So we put ships and guns on your ships and guns" ship-gun to return home. And it can be like mass relays from mass effect. But guns.
You know, I usually have a very strict rule to not ever buy incomplete games until they're complete, because normally it's just the publisher cutting on valuable feature time to get the title out of the gate and then patch it later because we rubes will eat a half-done game anyway.
However, after reading this thread, I think I might just break my rule for this one game. For one, the reason is a lot better than usual - you guys plain ran out of money. And for another, this game sounds [Dante]absolutely CRAZY[/Dante] and exceedingly awesome .
Instead of flying your ships places and using up fuel, just have one incredibly well stocked ship-gun
That is just a giant gun that shoots ships.
And name it the "Yo I heard you liked ships and guns"
But then your brave ship crews have no way to ever return home
I like it
They can colonize the planets they take over. If they don't win the battle they're screwed.
It will motivate them.
I wouldn't worry about motivation.
Just make sure that the ships are full of marketers and telephone cleaners.
Dude, no. What if they actually win and colonize? You'd be responsible for having started a civilization of telemarketers! Do you want something like that in your conscience?
FirgofBlind Mind Studios - Co-lead DeveloperRegistered Userregular
edited August 2010
You know, I usually have a very strict rule to not ever buy incomplete games until they're complete, because normally it's just the publisher cutting on valuable feature time to get the title out of the gate and then patch it later because we rubes will eat a half-done game anyway.
However, after reading this thread, I think I might just break my rule for this one game. For one, the reason is a lot better than usual - you guys plain ran out of money. And for another, this game sounds [Dante]absolutely CRAZY[/Dante] and exceedingly awesome .
Thank you for the vote of confidence. We're glad that people understand our position, even if it's still a bad one currently. We will deliver the game we set out to if we have the money to make it. We just can't walk away from this project; it's one that both of us have wanted to do for a long time.
I'm frankly floored by the support we've gotten on the project so far. I hope we can pay all of your support back in due time.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
They won't win. They're telemarketers for crying out loud, they'll be too busy trying to call up the enemy ships to get them to sign up to their no committment high value subscription schemes.
Well, this looking awesome in combination with me being a whore for 4X games, means this has been pre-ordered. Being potentially incomplete means nothing to me really, as long as it's fun. I got into Mount & Blade way back when it was barebones combat and loved it. Playing and loving Minecraft right now, as well as Dwarf Fortress.
When Ram gets in: Yes. Though there isn't a means to "fire" ships at other ships at the moment. You'd need to make some sort of shipbay that actually gives velocity to undocking ships (at least, more velocity than is already being imparted by the parent ship by just undocking) for that to function but I think that a modder ought to be able to do it.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
Man, I am amazed Steam is giving you so much trouble, they have come off as so indie dev friendly in the past. I hate to say it, but you'd have a preorder from me already if it was on impulse or Steam, as it is though I really don't want to have to maintain accounts on 3 or more download services. So I will have to wait until release, but still, as a fan of 4x space games anyway, it wasn't like I wasn't going to end up buying it anyway.
Your interview mentioned Newtonian physics in the game with the exception of gravity, which will only be in game as limited. Will the be momentum? For example, let's say someone does manage to put an engine on a planet or a large asteroid and push it toward your planet. If you destroy the engine, will he object keep moving through space?
Mild Confusion on
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
Your interview mentioned Newtonian physics in the game with the exception of gravity, which will only be in game as limited. Will the be momentum? For example, let's say someone does manage to put an engine on a planet or a large asteroid and push it toward your planet. If you destroy the engine, will he object keep moving through space?
and will the kinetic forces of impacts and explosions have the chance to push ships/astral bodies around if the force is large enough.
like iwth the quoted example, can you shoot at the side of the de-engined planet to divert it. with appropriately large firepower of course
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FirgofBlind Mind Studios - Co-lead DeveloperRegistered Userregular
edited August 2010
Yes; inertial momentum is conserved as one would expect but there is no gravity in Star Ruler.
Explosions/impacts do not currently move objects around.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
While Games like "Galactic Civilizations", "Space Empires" and "MOO 2:BAA" have shown that games can be awesome even with uninteresting or ridiculous names, "Sins of a Solar Empire" raised the bar in naming 4x games.
Do you feel the name "Star Ruler" can compete with things like the outrageously awesome name of "Sins of a Solar Empire"? Because that is a fucking awesome name.
Khavall on
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FirgofBlind Mind Studios - Co-lead DeveloperRegistered Userregular
edited August 2010
We'll secede that battle if it means we'll win the war.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
if you had to pick the Coolest Thing in this game, what would you pick
because blowing up planets and to-scale solar systems and 50,000 lasers and carriers that carry carriers that carry carriers are basically about as awesome as you can get
but i'm hoping you pick something that you haven't told us about yet, because that'll mean that there's something cooler than all that excellent shit
One question I've had for a while but never got around to asking (I've had the game pre-orded for a while and figured I'd wait till its out, but the pressure to know builds more and more as it gets closer to release) is how does ship movement work? Not technically, but actually displayed in game? Do you zoom in and out to view different levels of detail? Such as viewing in to where you can see and manuever between two planets, then steadily zooming out till you just see your fleet as a bunch of ships and all the planets, then out to where your fleet is a dot on the map and you're looking at two solar systems, etc...
Example: Sins of a Solar Empire or Distant Worlds
Or is it something more abstract where you manuever around on a high-level strategic view between individual systems and then you go to a seperate view specifically for encounters? Like you give an order to fleet A, which has a popup saying it comprises these ships (but you don't view them in detail or select them ala RTS style), to move to planet B. Then it arrives in planet B and you automatically switch to another combat/tactical view.
Example: Sword of the Stars or Master of Orion
Edit: Real time implies the first, but I wanted to ask because its perfectly possible to do the second (or even some other variant I haven't thought up) in a real time environment as well.
Also, one other question. Are units relatively mobile in combat, outside of your direct orders? Meaning do ships line up a shot then stop and fire until one side is dead and then move on, or are ships moving about in miniature dogfights or jockying for positions to bring different guns to bear (for ships that aren't exactly the mobile dogfighting type)? It isn't a game breaker, but it sure is a helluva lot more fun to watch a dynamic battle, even if harder to get working properly.
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FirgofBlind Mind Studios - Co-lead DeveloperRegistered Userregular
edited August 2010
The freedom I get when building ships. I really enjoy putting crazy ideas together to see if they work and enjoy figuring out what sort of threats I'm up against and building designs to counteract those designs.
Really, ship-design is the real star of the game in my eyes at this time. I haven't played a game like it. It's like playing WarZone 2100 again for the first time. "I can make my own units? " in sum.
I've never played a game where I can throw ideas around like this; even when they're spectacular failures they're entertaining to build and figure out how to build. I can't wait for people to start coming up with mods for ship design.
Also, one other question. Are units relatively mobile in combat, outside of your direct orders? Meaning do ships line up a shot then stop and fire until one side is dead and then move on, or are ships moving about in miniature dogfights or jockying for positions to bring different guns to bear (for ships that aren't exactly the mobile dogfighting type)? It isn't a game breaker, but it sure is a helluva lot more fun to watch a dynamic battle, even if harder to get working properly.
That depends on the AI settings for the particular design. If you've set them to not orbit, they won't move around jockeying for a better position if both stop dead in the void. If they are told to orbit, you'll get the traditional dogfights-in-space jockeying. Most of the time ships are moving in parabolic arcs from each other or 'lancing' at this time.
(How does the main interface work)
The whole game takes place in a singular space, unlike SotS or MoO; it is single-space similar to SoaSE and DW.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
Oh and a followup question. I'm at work and can't watch the video, so is there voice acting for unit response? I need at least one approximately-Russian guy to be my fleet admiral. And as long as we're talking unnecessary things we'd like to see in games, I'd love situational voice acting. For example say you have two fleets engaged, and you order yours to attack a capital ship in the enemy fleet. It'd be great for your fleet to acknowledge the order with "shifting fire to enemy capital ship" or "bring it down!" Maybe you order your strikecraft carriers to move out of the range of fire, they respond with "forming up." Pointless, I know, and probably crazy hard to code it so the game interprets orders correctly. Still, pipe dream. But yeah, main question, VA yes/no?
I compose the music, and am Russian. If you mod the capability for this in, I will give you Russian sounding admiral voice acting.
shojin on
This is My Empire, These Cities Among the Stars
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FirgofBlind Mind Studios - Co-lead DeveloperRegistered Userregular
edited August 2010
Don't listen to him; though he can speak Russian, he does a terribly cliche characterization.
Firgof on
Co-Lead Developer, Blind Mind Studios Click here to visit our thread on Penny-Arcade
While Games like "Galactic Civilizations", "Space Empires" and "MOO 2:BAA" have shown that games can be awesome even with uninteresting or ridiculous names, "Sins of a Solar Empire" raised the bar in naming 4x games.
Do you feel the name "Star Ruler" can compete with things like the outrageously awesome name of "Sins of a Solar Empire"? Because that is a fucking awesome name.
Starship Fury (Fury dependent on your CPU)?
Captain Crunch's Celestial Conflict Command?
the earth shaker, taker, maker, and raper?
...
probably a bit late for a name change now; or at least till the next expansion/
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Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
edited August 2010
Can I name my capital ships?
Because I will totally name all my capital ships if I have that option
Because I will totally name all my capital ships if I have that option
No, you can't name ships, but you can make unique blueprints which each have a different name as a bit of a work around. Who wants a bunch of clones with different names anyway?
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Click here to visit our thread on Penny-Arcade
That is just a giant gun that shoots ships.
And name it the "Yo I heard you liked ships and guns"
But then your brave ship crews have no way to ever return home
I like it
They can colonize the planets they take over. If they don't win the battle they're screwed.
It will motivate them.
And then they can build the "So we put ships and guns on your ships and guns" ship-gun to return home. And it can be like mass relays from mass effect. But guns.
However, after reading this thread, I think I might just break my rule for this one game. For one, the reason is a lot better than usual - you guys plain ran out of money. And for another, this game sounds [Dante]absolutely CRAZY[/Dante] and exceedingly awesome .
I wouldn't worry about motivation.
Just make sure that the ships are full of marketers and telephone cleaners.
(Please do not gift. My game bank is already full.)
Dude, no. What if they actually win and colonize? You'd be responsible for having started a civilization of telemarketers! Do you want something like that in your conscience?
I'm frankly floored by the support we've gotten on the project so far. I hope we can pay all of your support back in due time.
Click here to visit our thread on Penny-Arcade
I would so buy this game if I had the money
wait
Are you telling me you made a game where this is a reality
I've never ever played a 4x before ever (don't even know what it means) and now I want your game
Explore, Expand, Exploit, Exterminate.
Click here to visit our thread on Penny-Arcade
Best of luck to you guys.
is it a special research project or can you adjust the scale size of any ship hull, with corresponding increases in cost and durability?
Your interview mentioned Newtonian physics in the game with the exception of gravity, which will only be in game as limited. Will the be momentum? For example, let's say someone does manage to put an engine on a planet or a large asteroid and push it toward your planet. If you destroy the engine, will he object keep moving through space?
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
and will the kinetic forces of impacts and explosions have the chance to push ships/astral bodies around if the force is large enough.
like iwth the quoted example, can you shoot at the side of the de-engined planet to divert it. with appropriately large firepower of course
Explosions/impacts do not currently move objects around.
Click here to visit our thread on Penny-Arcade
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
Do you feel the name "Star Ruler" can compete with things like the outrageously awesome name of "Sins of a Solar Empire"? Because that is a fucking awesome name.
Click here to visit our thread on Penny-Arcade
if you had to pick the Coolest Thing in this game, what would you pick
because blowing up planets and to-scale solar systems and 50,000 lasers and carriers that carry carriers that carry carriers are basically about as awesome as you can get
but i'm hoping you pick something that you haven't told us about yet, because that'll mean that there's something cooler than all that excellent shit
hitting hot metal with hammers
One question I've had for a while but never got around to asking (I've had the game pre-orded for a while and figured I'd wait till its out, but the pressure to know builds more and more as it gets closer to release) is how does ship movement work? Not technically, but actually displayed in game? Do you zoom in and out to view different levels of detail? Such as viewing in to where you can see and manuever between two planets, then steadily zooming out till you just see your fleet as a bunch of ships and all the planets, then out to where your fleet is a dot on the map and you're looking at two solar systems, etc...
Example: Sins of a Solar Empire or Distant Worlds
Or is it something more abstract where you manuever around on a high-level strategic view between individual systems and then you go to a seperate view specifically for encounters? Like you give an order to fleet A, which has a popup saying it comprises these ships (but you don't view them in detail or select them ala RTS style), to move to planet B. Then it arrives in planet B and you automatically switch to another combat/tactical view.
Example: Sword of the Stars or Master of Orion
Edit: Real time implies the first, but I wanted to ask because its perfectly possible to do the second (or even some other variant I haven't thought up) in a real time environment as well.
Also, one other question. Are units relatively mobile in combat, outside of your direct orders? Meaning do ships line up a shot then stop and fire until one side is dead and then move on, or are ships moving about in miniature dogfights or jockying for positions to bring different guns to bear (for ships that aren't exactly the mobile dogfighting type)? It isn't a game breaker, but it sure is a helluva lot more fun to watch a dynamic battle, even if harder to get working properly.
Really, ship-design is the real star of the game in my eyes at this time. I haven't played a game like it. It's like playing WarZone 2100 again for the first time. "I can make my own units? " in sum.
I've never played a game where I can throw ideas around like this; even when they're spectacular failures they're entertaining to build and figure out how to build. I can't wait for people to start coming up with mods for ship design.
That depends on the AI settings for the particular design. If you've set them to not orbit, they won't move around jockeying for a better position if both stop dead in the void. If they are told to orbit, you'll get the traditional dogfights-in-space jockeying. Most of the time ships are moving in parabolic arcs from each other or 'lancing' at this time.
The whole game takes place in a singular space, unlike SotS or MoO; it is single-space similar to SoaSE and DW.
Click here to visit our thread on Penny-Arcade
ever since SMAC, i've wanted pretty much every strategy game i play to have a workshop where you design your own shit
sir, you have sold a copy of your game.
hitting hot metal with hammers
I compose the music, and am Russian. If you mod the capability for this in, I will give you Russian sounding admiral voice acting.
Click here to visit our thread on Penny-Arcade
Isn't that what the people need? I think they need more "Battle cruiser operational."
Click here to visit our thread on Penny-Arcade
Only a little.
Starship Fury (Fury dependent on your CPU)?
Captain Crunch's Celestial Conflict Command?
the earth shaker, taker, maker, and raper?
...
probably a bit late for a name change now; or at least till the next expansion/
Because I will totally name all my capital ships if I have that option
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
He mentioned earlier that you name ship types. So, if you want a uniquely named ship, you have to make it the only one of its type you make.
Buuuuuuut the possibility that that will change exists.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
No, you can't name ships, but you can make unique blueprints which each have a different name as a bit of a work around. Who wants a bunch of clones with different names anyway?
Switch: US 1651-2551-4335 JP 6310-4664-2624
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