Stardock owns Star Control and is planning an "XCOM-like" reboot


Oh, those percentage boosts stack? I tried it with fire resistance but that did not seem to stack.

Since I am now over the hump and happily continued on I get the feeling I took too long and now I will have a failed state? The enemy is expanding and the Mu’Kay seem unable to send a ship to earth (there is none since a few month) since the baddies have settled in between us? I am fighting tooth and nail to continue but again seem to be at a place where I can only fly around randomly in the hopes to find what I need to continue or gather minerals to sell so I can afford upgrades. While quests pay better there just seem far too few of them.


Are people using the ai module really expected to defeat that scryve ship? I’m done with that module. :) It has cost me lord knows how many ru replenishing the fleet.


I don’t have the game so I lack the proper context but… if someone has problems with a fight, shouldn’t the answer be to lower the difficulty of the game? Can it be changed on the fly?
Is Tom playing on the easiest mode and still being beaten? (Should we point and laugh then? :P)

The AI module, from what I’m reading, it’s for players that are giving up the control of the combat. That’s a bit weird to me, if they don’t like the combat of a game maybe the game isn’t for them, but I guess that is a good idea, game design wise, to have a way to play for players who are interested in the story/adventure aspect, and not in the combat.
Then, yeah, the AI module should be good, otherwise is pointless. If people wanted to be defeated in combat, they don’t need to install the AI module, they can be defeated by themselves :) :). Maybe put a note on screen when you install it clarifying to the player what’s going to happen.


The campaign doesn’t have difficulty levels, as far as I can tell.


Wasn’t there a choice at the beginning?


Was there? I can’t remember anymore I guess. I don’t remember there being one, but it’s possible that I’ve forgotten by now.

I’m thinking of getting one of those AI modules myself. This was unthinkable in the first three Star Control games, since I loved the combat so much. But in this one, combat just feels terrible in comparison, so maybe the AI module is the answer? I’m just finding the physics and combat to feel horrible.


Yes, you can pick a difficulty at the beginning – easy, normal (?), hard, IIRC.

Edit: actually you get the prompt on the first in-game screen, after the opening cutscene, and there’s four difficulty levels:

And hey, didn’t notice the typos before (“report to the the U.E.S”, and “[a]waiting your arrival”)!

Not really, since it makes you watch the inept AI slug it out with itself. ;-)


But is the combat bad or is older you less able / willing?


And here Brad says it can be changed:


I thought about that this weekend. I fired up Hyper-Melee mode in Star Control 3 and Super Melee in Star Control 2. StarCon2 is definitely less smooth than I remember it, but it’s better in StarCon3. It took me a bit to get used to the keyboard controls again. Both are definitely better in my memory than in reality, no doubt about that. But still, both feel less “janky” in the combat compared to Origins. There’s no weirdness with collision detection and what-not that you get with Origins, plus the wrap-around playfield is much better than a super huge playfield surrounded by asteroids, since you never zoom out as far as you do in Origin, where everything becomes tiny.

I think the combat in Origins is salvageable. If they’re married to the playfield not wrapping around, they just need to make the collision detection less wonky. A patch should be able to fix the latter. They’ve got a decent foundation, it just needs more polish.


I’m kinda the opposite, Rock8man. I never enjoyed Super Melee in SC2, but Origins is a lot more enjoyable. Maybe because I’m a lot better at it! :) I was utterly terrible at SC2 super melee, getting stuck in the campaign fairly early because I couldn’t beat something with my piffling pea shooter. In Origins I have an advanced nuke and short-range lasers, and I am enjoying blowing shit up. The only downside is the feedback when you hit the enemy isn’t very good. I’d prefer a meatier bang, crash or wallop, but I’ve got used to watching their shields take a hit. Of course I’m still fairly early in the campaign so I might eat my words in a bit.

Incidentally, Origins melee reminds me of Space War quite a lot. I used to play that a ton when I was a kid. I’m still pretty good at eyeballing a missile trajectory to hit the enemy ship.


Yeah, how good we were at the previous games probably colors a lot of the impressions. By the time StarCon2 came out, I was really good at melee thanks to the original Star Control. And by the time StarCon3 came out, I was god-like.

The most recent game that currently colors my perception the most is Galak-Z. If you haven’t played that, put it on your wishlist right now! It’s got the best 2D space combat I’ve ever experienced. Honestly, I was hoping Star Control: Origins would have the feel of the physics/collision/control of Galak-Z mixed with the ship variety of a Star Control game.

Edit: Good point about the lack of audio feedback when you get hit. That’s a big part of why this feels kind of limp. Also, running into asteroids kills your crew as well, even though the collisions look kind of benign on the screen. Maybe better, more devastating audio feedback is required there was well.


I guess it is doing its job then. Super melee was basically supposed to be Spacewar, right?


Yup super melee is definitely a souped up spacewar.

My mind still boggles that the play field does not wrap around in SC:O. I mean it’s not even an option? Such a strange departure.


The design is completely different, with the shrinking battlefield clearly intended to keep the games short. It doesn’t make any logical sense, of course, but I think it works okay. The AI doesn’t seem to be able to handle it, though.


The responsiveness of controls and tactile feedback required to make an arcade game play and feel good are really hard to capture. I haven’t played SCO, so I can’t say how they did, but are there any Stardock games in the past that have been player-controlled in this same way? I bet they learned a lot in making combat and planetary landing gameplay, but I guess I’m not shocked if it’s not super polished. And for arcade experiences, polished practically equals fun. (See Geometry Wars)


The combat works well for me. No hitbox issues, etc., although I agree some audio feedback after a hit would be great. I have a couple of minor gameplay concerns, but the combat is right up my alley.

Some minor concerns I do have:

  • Salvaged/“random” ships (not belonging to any of the main races) don’t all get replenished at Earth. This encourages me to not use them, as any damage seems permanent.
  • Cost for making your landers jump-capable seems pretty high. I don’t mind the mining and critter meat collection, but those worlds with canyons can be a major PITA.
  • Critters not showing up on your scans. They can be REALLY hard to find (especially those ant-types). I understand keeping the underground one hidden, but is there a way to make the rest visible?


I had a fun experience with the in-game AI control in a fight recently. My very slow capship was chosen against a nearly equally slow enemy vessel, and the two immediately settled into an endless game of loop-de-loop. They basically swiveled across the battlefield in an increasingly large ellipse, never drawing near enough to each other to fire, spinning endlessly.

After about five minutes, the battlefield “shrunk” enough that one of the wormhole exits wound up in the damaging nebula field that surrounds SCO battlefields for some reason.

Since the ellipse wasn’t a perfect circle and did slowly wobble left and right across the battlefield, every 8-10 revolutions, one ship or the other would sail into the other wormhole and pop out in the nebula, taking about 4-5 dots of crew damage. Since my capship had about 2x the health of the enemy vessel, it eventually won by attrition.

It was the stupidest goddamn thing, but my options were either to watch it play out, or Surrender and reload from a previous save and hope the AI chose a different ship on my part (cuz the last autosave was just as I was getting approached by the enemy vessel in question, IIRC) :(


Guess I’ll add my two cents: I’m surprised how well the combat has clicked with me. Didn’t have any problem with that Scryve assault ship, though I did lose some crew. I admit I wasn’t looking forward to the arcade aspects of combat but I’ve enjoyed it so far.


I’m enjoying this game, but after the initial systems the difficulty seems to have ramped up significantly. I keep running into the 3-ear-aliens while trying to accomplish objectives for my missions and running low on resources. In addition, I’ve run out of fuel twice so I need to find another resupply option as I get further from Earth. My current save game has me basically in a no-win situation so I think I’m going to have to go back in time a bit.

I would really appreciate an ability to tweak difficult during the game.