Star Control: Origins

Star Control: Origins

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Draginol  [developer] Oct 8, 2018 @ 9:24am
Star Control: Week 3 news!
Greetings!

We hope you're having an awesome time adventuring throughout the sector. I wanted to give you an update of some of the enhancements we are making based on your feedback.

1. Visited Stars dimming. This will be going back in today. At a glance you'll be able to tell which stars you visited.

2. Enhanced Captain's Log. The CL display will be getting a mini map so that you can click on a star and it will show you where that destination is before you go into auto pilot. Same for the Objectives screen. This will all be part of a QOL update for v1.2 which will include lots of other touches that we think you'll like.

3. Free DLC1. The Multiverse DLC will be released as a free DLC. We expect this to be released next week. It will make it fairly easy for people to begin modding the game in earnest and controlling which mods are on and off. We are working on some sample mods to help get the ball rolling. The multiverse is something we'll be continually updating based on your wishlists.

4. Free DLC2. As we imagine new things, we begin to put them together to continually flesh out the universe. None of this requires starting a new game but the content we'll be releasing is mostly things that will improve replayability and help you build your character through your actions throughotu the game.

If you have any QOL (quality of life) updates you'd like to see, chime in here. You're the boss! :)
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Showing 1-15 of 46 comments
voormithadreth Oct 8, 2018 @ 10:08am 
It seems like every update adds things that make the game a little easier, either combat-wise, resource management wise, or in some other way. I already didn't have much trouble beating the game on the highest difficulty, you may want to consider adding some options to push the challenge back into the red for those of us that enjoy gritting our teeth and reloading saves!
Anxarcule Oct 8, 2018 @ 10:20am 
+1 on difficulty, I beat it on the hardest setting but I imagine we'll have mods for that so I'm happy for you guys to work on fleshing out the modding capabilities in lieu of upping the difficulty settings
MeasuredSpectre Oct 8, 2018 @ 10:21am 
Have the Maelnir sell you locations of quest mineral-rich planets nearest to the ship you're contacting (if the issue with selling quest minerals isn't getting solved in any other way).
Ability to switch out your severely damaged ship (at least after a victory and only if it has, say, no more than 25% or 10% crew left, maybe for some RU/fuel cost) would be a great addition. Even if AI Fleet Coordinator is taking charge of your battles.
In general, I'd like to choose which ship the AI coordinator takes to battle.
Have the enemy ships you fought with appear at the Ceres starbase as training targets (for instance, after you kill a certain amount of them).
Introduce some way to recrew the random ships. Perhaps have some kind of "robotics factory" world that gives you crew for bringing certain minerals to them.
Make autopilot continue working after battles too, not just after opening starmap.
Being able to create several lander loadouts (and choosing them before dispatching them on the planet) would be a great boon.

Not a QoL issue, but for higher difficulty levels, it would be interesting to introduce a Hypergate "schedule" (fast travel not working for a certain amount of starbases for any given day). The ability to instantly traverse the entire sector kind of weakens the feeling that you're actually flying a starship.
Last edited by MeasuredSpectre; Oct 8, 2018 @ 10:49am
Rhonin the wizard Oct 8, 2018 @ 10:45am 
I'd be nice to be able to designate ships as favorites in the Recruit screen, so they would appear on top.
Final Plecostomus Oct 8, 2018 @ 11:30am 
Bank or vault to store items and minerals in for later use.

The ability to mark items on the sell screen to protect them. No more selling your Francium after spending a week gathering it.

For that matter -- an "unsell" button or buyback would be welcome.
Originally posted by Lord Richard:
Bank or vault to store items and minerals in for later use.

The ability to mark items on the sell screen to protect them. No more selling your Francium after spending a week gathering it.

For that matter -- an "unsell" button or buyback would be welcome.
+1 for all of this. Just what i was about to write too! :)
Splashngo Oct 8, 2018 @ 1:00pm 
automate resource gathering on a planet, kinda gets old landing on everying single planet and bumping around mountains to gather up the resources.
Balorn Oct 8, 2018 @ 1:03pm 
I'd love some better way to take notes without having to switch to another program.

Maybe some in-game notepad that we could bring up (almost) any time, especially if it has some built-in function to add linkable star/planet names.

Another nice thing would be when new items become available for purchase to see what they are instead of having to essentially check each type of slot.
Last edited by Balorn; Oct 8, 2018 @ 1:35pm
neuralnetwork Oct 8, 2018 @ 1:35pm 
QoL thread eh?

Sure, here's a few. Some of this might actually exist already, like probably the crew reinforcing - played through the game on v1.0 mostly but just ignore my blindness if I've missed the obvious. Plenty has been proposed elsewhere by others as well I'd reckon.

-All allied races recrew at Star Control.
-Autopilot calculates fastest route and utilizes Starbases.
-Autopilot keeps flying while menu is opened - toggleable.
-Toggle for the visited star dimming.
-Partial dimming for half-explored systems / places with anomalies left untouched.
-Press "interact" - E by default to enter a star system instead of auto-entering on contact.
-Graphical indicator for "fuel colonies".
-Graphical indicator for Homeworlds on starmap. Possibly clickable on alien name list on bottom right.
-In-game notepad in the menu. Lightweight clutter, but handy if the pins get crowded.
-Autosave at the start of combat. Not at ship contact - allows to skip conversation.
-"Just die already" button to conversation. Skips all conv and proceeds to battle. No, I'm not going to give you my crew.
-Button to replay last mini message. Crew talks and you hit a planet - what did he say again?
-"Fill me up" button next to your fuel indicator at top left. Needless hassle to go via buy item screen. And it needs a juicy sound. I'd tap it just for the sound.
-More detailed stats on flagship modules. "Fleet is slightly faster", what? Should I pick singularity missile or heavy dumbfire? No clue. Range, damage, energy cost visible kk thx.

Then there's the Fleet Battles, I made a thread but since this' a QoL thread, here's a quick recap:

-Ability to randomize whole fleet within given point limit.
-Ability to randomize fleet using only canon / custom / self-determined pool of ships.
-Ability to pick a random ship during combat.
-Ability to edit fleet point size on quick game.
-Ability to clear all ships from fleet.
-Ability to randomize game stats on custom game instead of fixed setup. Map at least?
-Ability to save last ship setup - it reverts to default alliance vs Scryve on game reboot.

Pretty sure I forgot a good bunch. Well, can always return here with more spam later on.
Valen Oct 8, 2018 @ 1:44pm 
Thank you DEVs for your continued updates and all the work you are doing :)
Shade Meadows Oct 8, 2018 @ 1:45pm 
ONLY GOOD NEWS I SEE~ :2016watermelon:
apricot Oct 8, 2018 @ 1:45pm 
It's great that you add alternative playthrough options for those that want it, but given how much grind the game has with mineral farming and planet exploring, I'll probably never start from scratch again, and so I really hope to see some endgame content which doesn't require starting a new game. Like some storyline with Harmony or that other race that says "hmmm".

And please, some out-of-combat upgrades for acceleration within a star system. I understand the need to keep in-combat acceleration slow for the unique combat style, but out of combat it's just slow and annoying, especially as enemy ships have no problems accelerating at 2-3 times your speed.
Last edited by apricot; Oct 8, 2018 @ 1:46pm
Draginol  [developer] Oct 8, 2018 @ 1:50pm 
Originally posted by apricot:
It's great that you add alternative playthrough options for those that want it, but given how much grind the game has with mineral farming and planet exploring, I'll probably never start from scratch again, and so I really hope to see some endgame content which doesn't require starting a new game. Like some storyline with Harmony or that other race that says "hmmm".

And please, some out-of-combat upgrades for acceleration within a star system. I understand the need to keep in-combat acceleration slow for the unique combat style, but out of combat it's just slow and annoying, especially as enemy ships have no problems accelerating at 2-3 times your speed.

None of the content requires a new play through. If you've already finished, the new content will come to you through other means.
Chilkoot Oct 8, 2018 @ 2:04pm 
Originally posted by apricot:
given how much grind the game has with mineral farming and planet exploring, I'll probably never start from scratch again

Keep notes of where best-in-slot items are, never land on a planet unless you need to, and stockpile RU through combat. You can ramp up a new game to almost full end-game gear in an hour. Since the salvage changes in 1.01, there's no grind in this game unless you choose it.
apricot Oct 8, 2018 @ 2:33pm 
Originally posted by Chilkoot:
Originally posted by apricot:
given how much grind the game has with mineral farming and planet exploring, I'll probably never start from scratch again

Keep notes of where best-in-slot items are, never land on a planet unless you need to, and stockpile RU through combat. You can ramp up a new game to almost full end-game gear in an hour. Since the salvage changes in 1.01, there's no grind in this game unless you choose it.

Sure. But the game has a huge number of planets, and I find it more interesting to do one complete playthrough, than several incomplete ones which (even with different choices) would have a significant overlap. And I'd find doing a complete run of SCO much more enjoyable if the planets weren't mostly empty and so long to explore due to poor ship mobility (even with the best upgrades)
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