Star Control: Origins

Star Control: Origins

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Frogboy  [developer] Sep 29, 2018 @ 1:18pm
The Planet Brainstorming Thread
Post your suggestions, ideas or requests for things you believe people would enjoy doing on planets for future expansions.

Examples (brainstorming):
Air combat. (You bring aircraft with you)
Invading Cities (You bring troop transports with you to invade)

Just remember: YOU are the Captain. Star Control: Origins is an adventure/RPG game, not a strategy game. :)

We are listening. :)
Last edited by Frogboy; Sep 29, 2018 @ 4:15pm
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Showing 1-15 of 84 comments
Kestler Sep 29, 2018 @ 6:36pm 
Some worlds hosting lander races might be fun.... Could bet some RU or what not, maybe even ships and make a lil mini game outa that.... Ofc you would really need to tightent up lander controls and such but I think it could be done.
HeathenSW Sep 29, 2018 @ 8:16pm 
Some caves to explore, with agressive critters?
Anxarcule Sep 29, 2018 @ 9:20pm 
EDIT - this is what happens when you read at 06:30AM... didn't see that this was feedback for planets only. Since I already wrote it just file it away for overall expansion feedback

I don't think you need to deviate too much from the original SC2 formula but that's just my opinion. Always keep in mind the target audience are people that love exploration so anything that gives a strong incentive to explore the vast galaxy (with fun gameplay/rewards) is something I would focus on.

I was going to try modding in a way to capture instead of destory enemy ships but if you're taking suggestions I would implement something along the lines of what X3 did, where you can discover a far away base and slowly (in X3 VERY slowly) transform it into your own super base. That involved bringing an incredibly vast amount of resources to it to get it running but I would envision the functionality work something like the below:
  • Similar to the Precursor bases you find around the map, this can also be something found in hyperspace but won't be accessible until you have certain object(s) in your inventory. having the alien NPCs on your ship could give hints ,or maybe you could track down the Arliou somehow and threaten/trick them into revealing a general area of the galaxy or the activation key(s)
  • Once online you'll need to bring a bunch of resources to activate various features. You can make this incredibly tedious as in X3 (e.g. bringing 800k of one resource, 1.2 million of another) which can take hours for each step, or you can IMO be smarter about it and have 2 phases - one where you bring base//lower RU resources and the second where you bring rare/mythical resources. The quest log should definitely show the laundry list of number and type of resources required so you can go searching and and bring everything at once if you like.
  • Once you complete phase 1 basic functionality is activated (e.g. hypergate, shop, etc.), and once you complete phase 2 advanced functionality can be introduced. This can be a gateway into any number of things such as:
    1. Quest to find an EMP/disable gun that will allow you capture enemy ships in combat. I envision the gun to do 1 crew damage and if you kill the last crew with it the ship doesn't explode and you capture it. EMP gun should be discoverable regardless
    2. An ability to "desconstruct" all ship types so that you can then produce (and crew refill them). This would also mean you can theoretically capture multiple ship types for each race (e.g Scrythe Fang, Scrythe Battleship, Scrythe transport)... just please give me a way to attack allied races again (Mu'Kay have some really cool non-core ships)
    3. Once you capture a few specific types of enemy ships (Arliou I'm looking at you... somehow) you can use their technology to visit another galaxy (maybe a Xrathi ship to the Origin dimension - this is if you want to introduce a major expansion though, but it gives a good platform to do this with and wouldn't necessarily force you to complete the main quest first.
  • This can also be a great way to introduce the ship maker into the campaign game as well, while keeping with the lore. You can impose some kind of limitation on what you can build, but likely this would be best left as something that is given more free reign. Definitely have workshop support accessible for those who may want to use other people's designs. Depending on the design/weapon load out of this ship in question it should have an increasing cost (e.g. a super ship should cost many many RU).
  • If you go down this route be sure to introduce strong enemies as well if players create a super-fleet, maybe similar to how the Syndicate target you... maybe the Arliou for upsetting the balance. I know I've mentioned them a few times but something about them rub me the wrong way :)
  • The ability to create new pieces of technology (modules, sensors) through research. Bring me 20 units of antimatter, 5 units of black hole residue, and 50 units of Uranium to research a new sensor.. can have a whole list of these.

That's my 2 cents at least - I know for me personally this would add a lot to the game so hopefully for others as well. From a programming perspective this also isn't necessarily too crazy either.

I'll add more if I come up with anything.
Last edited by Anxarcule; Sep 29, 2018 @ 10:24pm
Anxarcule Sep 29, 2018 @ 10:22pm 
Planet feedback:

  • More involved structures that have splitting paths via dialog choices (e.g. should we keep going, or search for clues and come back later). Not sure if you've played Darklands but dwarf doors in the mines with riddles that give rewards when correct or penalties when failed.
  • New quests/lander gear to terraform planets, or parts of planets. Can have quests that send you terraform a specific area to uncover unique items (e.g in the xxx galaxy find the hermit and terraform north of his hut)
  • More (aggressive) critters for sure - variety is the spice of the life.
  • Oceanic planets with waves where you can drive over water - not sure how feasible that is to code but could be fun. Would require jump jets to jump over waves or take damage each time a wave hits you
neuralnetwork Sep 29, 2018 @ 11:06pm 
Got me a morning coffee and it gave me this, mostly recycled from elsewhere though:

-More destructible terrain elements like the current rock piles
-Allow lander to drive over trees to make them TIMBEEER
-Increase planet size (less overall bumpiness, more natural and realistic look, more manouvers around terrain, feeling of discovery)
-Add caves to planets (added to new height map elements?)
-Wildlife towns, either shoot like crazy or bring them meat to trade for random pack of resources
-Tag planets for humanity, place flags! For funsies, maybe tied to actual expansion
-Tag planets for your allies, more flags! Like above

Design your own colony: load up module(s) and place 4-5 props on a colonized world close to colony HQ. For funsies & each prop adds functions such as:
-Radar - unlock quests by tracking radio waves / alert about hostile invasions with added time
-Fuel Depot - like already exists, you'd just need to put this up
-Living Quarters - like already exists, you'd just need to put this up
-Shipyard - you see where I'm coming from
-Trade Station - buy and sell resources, to avoid softlocking galaxy strip miners

Scavenger hunts based on planet types/classes to discover something (quests, lore, hidden treasuries).
You'd scan stuff (geological data, cave paintings etc.) on planets to piece together a puzzle and eventually unlock a stash/other stuff previously unattainable.

New modules:
-Bio scanner to mark wildlife like resources
-Shields to defend against wildlife
-Wide area aoe resource collector with a cooldown
-New guns for aoe effect like artillery bombs, shock/emp gun to temporarily stun enemies
-Stun gun turbo charger, faster stun gun fire rate
-Dual shot normal gun upgrade
-Autonomous drone module hovering around the lander with a weak gun / shield for dmg reduction
-Booster module to double booster length
-Weather protection against tornados/volcanoes etc.
-Hover module - to hover higher above terrain to reduce bumpyness
-Data-analyzer (in a gun slot) to scan wildlife/drones/anomalies/natural elements - unlock hidden quests/resource caches

New landers:
-Prebuilt upgrades to free some flagship slots - built-in armor/heat/toxic shields
-Add to starbase "buy items" tab

New wildlife:
-Use the predesigned alien concepts you've accumulated through development and/or;
-Jumping cyclop furballs, fast
-Mist monsters, fading on/off hard to hit
-Two headed giants with a club, melee monstrosities
-Rolling living rocks, high hp
-Flying dinosaur/lizard things, can't be hit except with normal / stun gun (no artillery etc.)
-Nimble snake/naga/salamander type guys, likes to dodge slow shots
-Rock throwing monkey guys, rocks slow and push your lander around
-Centipede style oddities, leave dot type gas trails behind
-Alien mosquito swarms, hard to visually spot except with bio scanner (see modules)
-Alien lion type packs traveling together, tough to fight due to amount and speed when aggro'd
-Parasite clouds akin to vux secondary in the classic - harmless but slows you down on contact, can't be hit except with special aoe guns (artillery, shock)
-Stationary bio tree thingies, emits periodical force waves to push you back
-Stationary ctulhu style tentacle mass stuff, rare and gives extra resource loot
-Stationary weird meditating humanoid, gravity wells you towards it damaging on contact, escape with booster
-Stationary singing/sound emitting blob, damage possible only during silent periods
-Stationary color shifting thingies, damage possible only during certain color

It's brainstorming. Not everything is feasible, like possibly the "design your colony" stuff, since you're just a captain after all - not the leader of mankind. But a lot of people seem to have an interest in the colony stuff so why not?
Pick n' mix the good bits and dump the bad ones. Might mull this over more later on.
GlassDeviant Sep 30, 2018 @ 12:11am 
Upgraded landers with more item slots. 8 is ok, but 10 or 12 would be preferable, especially since you need to waste 3 slots to get 100% toxic protection until you get way up to...well, until fairly late in the game. Going back to a place where you can refit your ship/lander every time you find a planet/moon that is exceptionally hot or toxic, or both, or has loads of things that like to `splode you, or that you have to kill everything that likes to `splode you in order to access the planet/moon special feature, and so on...gets old REALLY fast.

More varieties of non-intelligent wildlife. As it is there are more intelligent (supposedly ;p) aliens than there are wildlife species (not including colour variants), making the universe a bit bland.

A lander module that lets you stay at just above treetop level constantly. Trees and other terrain "features" that constantly flip your ship upside down, 180 degrees, or whatever are probably the single most annoying thing in SCO.

A different lander model. Until you have experienced what it is like to have severe arachnophobia, you have NO CLUE what it's like to have to fly around in a little space spider that is constantly getting flipped upside down and loves to wiggle its "legs" constantly is like. There are moments that I would give whoever designed this vehicle a solid punch to the face if it were convenient.

BIG ONE: Ability to choose better planets for your stupid colonists to set up colonies at. Mine seem to enjoy picking the WORST possible planets to colonize and then ♥♥♥♥♥ about how bad the choices they made were.

Planets should make more sense. Ones that are in the "buried in the star" to close range should be the hot ones, ones in the goldielocks range should be terran-like or toxic, ones in the far reaches should be the ice worlds. Subject to variance depending on a second or third star in the system of course.



Outside of planet exploration:

The ability to reconfigure modules without having to go to a station/race home planet/merchant ship. You already carry everything you own with you, so why not be able to USE it?

Some kind of storage for extra stuff, like resources you want to keep or modules you don't use a lot, but want to hold onto. It could be on the precursor stations, and available no matter which one you are at (like how you can "buy" ships you've collected but didn't have fleet space for at the time, for 0 RU).

I'm sure I've forgotten a few ideas I've had, I will add them if I remember.
Last edited by GlassDeviant; Sep 30, 2018 @ 12:16am
je bent een appel Sep 30, 2018 @ 12:12am 
Mining modules that you can buy at starbases and then put on planets to make the resources slowly respawn. Or even Precursor "planeteering" devices that can slowly turn one type of planet into another, perhaps useable on "worthless" worlds.
Space Rangers-style text-based miniquests at some abandoned structures.
A quest when your lander crew, including your human officer, is mysteriously teleported out of the system, and you have to search for them.
Minor quip... but planets that are almost literally on the edge of their star and having below-zero temperatures just make no sense.
Last edited by je bent een appel; Sep 30, 2018 @ 12:16am
neuralnetwork Sep 30, 2018 @ 3:01am 
Thinking about colonization.

You could bring a bunch of colonists of race X with you and defend them on the surface while they set up their HQ. Mini MuKays wandering around like wildlife and a rabid army of rock throwing monkeys appear! Shoot for the win. Too FPS-like maybe? Could be fun though.

Territory expansion and colonization could be kept as a rare(ish) event and would typically feature several events. This would attach you emotionally to your allies, add a new route for extra content & spice up planet action.
-New colonies contact you and open up mini quests:
1) We found a strange subterranean complex, investigate please.
2) The environment is turning bad, support us please. (modules, RU, stuff)
3) The wildlife is getting more aggressive, do something! (talk/kill/complicated questy solution)
4) Bring us more colonists, we need to up our game.
5) Clear/scan region X on the planet to safeguard colony expansion. (visit with a lander)
6) We need item X from a starbase to build up this structure Y.
7) Comms went down! Send this status report X to homeworld.

Etc. You've writers. Make them earn their pay!
Firesword Sep 30, 2018 @ 10:56am 
flyer type module to collect resources from atmosphere.
Possible collect from Gas giant with Atmospheric Stabilizers Mark X, Anti-Gravity Thrusters Mark V, radiation protection mark IV.

Collect mega rare resources from photosphere of stars (why not?) with precursor's upgrades, heat, radiation, magnetic protection, gravity stabilizers mark XCIX
gary11236 Sep 30, 2018 @ 12:08pm 
Maybe some new types of planets like a ringworld or dyson's sphere.
󠀡󠀡 Sep 30, 2018 @ 2:00pm 
I think this can be implemented with ease, seeing the mechanics ( same small planet really small planet mechanic ) already exists,

.basicly 50% of the gameplay already exists
.same flight mechanics even though the landers are basicly gliding they are flying above ground in sco slight physics tweaks.....)

There ya go from 0.03>>>1.52
https://youtu.be/rWmuFGyzhlc?t=3
Fits perfectly in sco :smilememes:


TO be bunt copy&paste that spaceship planet gameplay, its perfect for sco, and ♥♥♥♥♥♥♥♥♥ now that i realize its from 2009 , what an awsome game spore was.
Last edited by 󠀡󠀡; Sep 30, 2018 @ 2:03pm
bp30 Sep 30, 2018 @ 3:19pm 
I have a lot of ideas i'll try to maybe put it in a bullet format

*Make ocean worlds, lava, tunneling though dirt like a mole machine and coming out the other side to reach huge GIANT ore chunks deeper etc. Make them explorable but only with technology.

*Make races offer technology mods availble but on a rotating basis. Like for example exploring aquatic worlds might have technology from races that like water... you know who i'm talking about.

*Space probes that can go far in the universe. Make these probes have different levels of AI. Example might be the first probe hardly does anything.... the most advanced probe might talk and have a personality. Make the probe have heat shields... aquatic probes etc. Make other civilizations respond to these probes with like or dislike being probed. Allow stealth probes but only like very rarely. Imagine this prob meets another probe and merges and comes back changed etc.

*A computer mod that allows you to see the planets you were on and the minerals that were taken like a record so you don't have to go back. Maybe make it a sensor mod?

*Allow planets to not only offer minerals but also have renewable resources like plants that grow metal and ore, animals that have titanium bones.... etc. Hey it's space anything can be out there?

*Maybe gasses from gas worlds that can give small fuel top ups with NEW ship mod.

*Make stars/suns damage the ship but offer shield mods that negate this damage. Allow unlimited fuel to be taken from stars with a ship mod but make it take time. Like for example 20 second count down on the screen.

*Allow minerals to refresh over time on planets so that once a planet has all minerals taken that it won't be useless.

*Find life on a planet and interfare or not. Each would have benefits. Like help a race that turns good or bad? Grow life in a test tube and grow it into a race. Then they send back resources. Is the race good at mining?

*Make a ship mod that changes a planet. Maybe having those giant hills that takes a lander 20 seconds to get around can be changed to a planet with lower hills, This can be done with nano machines, weather, creatures, bacteria etc. Endless ways.

*Have humanity have several ship chassis or types of mothership that can be changed and researched to advance over time. Some examples are: Organic, Traditional metal, Nano tech, Shape changing etc. This could offer different benefits like maybe crew healing, shape changing for different types of flight or fuel efficience, stealth in the solar system, one path offers ship AI etc. Maybe allow your ship to actually eat another ship and absorb energy and repair or get technology. Maybe the ship has likes and dislikes depending on the chassis.

*The starbases remember more over time or become more fixed. Maybe they have a bonus every day for visiting.

*Have the option to hail another ship in the solar system and either bribe it, talk to it etc to do things. Like hey have you scanned these other planets? Can i buy this data to be uploaded to my computer to keep track of. Hey can you go to the next system and attack for a price etc. Trick it into entering a sun and exploding etc.

*Ways to repair the ships you find with some type of technology. Maybe how it gets healed changes it. Maybe healing one type of ship gets you better at healing all other types of that ship.

*Make different lander weapons like automated turrets, a weapon that charms creatures and makes them attack other things on the planet. Maybe being able to capture a creature. Put it in a machine at earth. Allow the machine to scan it's DNA. The machine then can.... get technology out of it like for example this creature heals VERY fast we can upgrade our ships etc OR makes it tame so you can send it back to it's planet and then over time the other creatures become NON hostile. Maybe the scan reveals the creature was made by ancient civilizations etc.

*Make a mod that lets you click on a planet and then your ship goes to it like auto nav.

*Make a button like shift that says go though planet or interact.



























MozgGlaz Sep 30, 2018 @ 5:23pm 
I think, first steps to update planet gameplay should have:
- GPU optimization for planet lighting and shining.
- Simple trees! Trees are too detailed right now, out of game style.
- Clouds.
- Atmosphere color.
- More types of alien nature: mushrooms, tentacles, facet structures, etc.
- Square overview map.
- Semi-autopilot, to harvest on simple planets.
- Better GPU optimization for planet lighting and shining.
BionicDance Sep 30, 2018 @ 6:39pm 
Honestly...? I don't have much more I want to DO on planets...I like the basic premise of the planet experience already.

I just have a few bits of criticism about it.

  • Fix the bleeping, censored landers so exploration is rather less of a rollercoaster crossed with a demolition derby.
    Perhaps give our landers true flight ability, even if only in the form of a purchased mod. We can leave orbit and travel our solar system, but we can't bring a bleedin' AIRPLANE with us...???

  • Lock the X-axis of the camera behind the lander so that our view always pointing in the same direction as the lander! (This is a MUST!)

  • Greater variety of plants and wildlife.
    This is worse than No Man's Sky, right now. And that's saying summat!

  • Someone mentioned clouds; I'd like clouds.

  • Cities. Let's see some civilization out there!
    Not just the odd building or two; let's see Coruscant or Alderaan! If the galaxy is as populated as SCO has shown us (far more populated than SC2 ever was!), then there should be colonies that are more than just pioneer outposts. Let us hail them from planetside rather than orbit!

  • A single module that provides protection from heat and corrosion. At a truly horrific cost, of course--like that $120,000 fuel tank--but lets us free up another slot on the lander.

  • A lander cannon that can stun creatures, kill droids, and which has a reasonable rate-of-fire. Again, at a higher cost, but still...

  • A filter for resource collection: intake this, don't intake that, etc.
    There were times where a valuable resource was sitting on top of a complete POS resource, and since we can't jettison resources from the main ship, we're stuck having a bit of cargo space taken up by something we don't want! This is why I never bought the increased-collection-range mod: it'd be picking up even more of the garbage I didn't want!
    With a resource filter, that could change. Even if it was for categories rather than specific elements ("Do not pick up gasses!"), it might be fine.

  • The ability to make controls from space-travel to the lander. I want to use <L-Shift> for both my secondary weapon AND my lander-jump ability.


That's all that pops to mind at the moment; there is a good chance I might come up with more later.


Last edited by BionicDance; Sep 30, 2018 @ 6:41pm
NOBLE SIX Oct 1, 2018 @ 4:05am 
I enjoyed the Lander part of the game but had tons of ideas as to how it could be better, with some reasonable tweeks here and there but potential one major change.

1) Collectibles should have an a glow effect which is aimed upward. I often lost track of items when the HUD marker dissappeared in rough terrain.

2) Planets should mostly probably all be twice as big, moons should remain as they are. The terrain should be levelled out a bit in places but with some higher areas which require work to navigate on and around, cliffs and mountainsides. Water/Liquids and Lava would be welcome too.

3) **This is the big one.** The lander should have wheels or tracks. The Mako was never perfect in Mass Effect but it was a ton more enjoyable than the Hover vehicle that replaced it in Mass Effect 2. Everybody loves exploring uncharted worlds in a scifi setting and they love doing it in vehicles. Look at the Halo series with the Warthog, Mass Effect and the Mako, No Man's Sky and it's buggy and others. SC:O already seems to be fairly physics centered and I feel like being on four wheels or more would add to the fun.

4) More weather effects! I loved the tornados and roving storms. More interactive dust and ice storms with wind that blows you about would be really really nice. Clouds would also be great. I also feel like the game could just do with a few more shaders layered on with the planets. Perhaps some bloom effects that could vary depending what kind of planet you're on, if it has an atmosphere and how far or near it is to the stellar bodies in the system. I should add I really enjoyed driving from midday to night, as I bobbed around the planets.

5) Lander weapons could do with having more variation however the weapon trajectories feel spot on already.

6) Enemy Variation. Tanks would be great! Things that move AND track you would up the tension factor.

7) Even with and without upgrades the Lander's are too weak. I would like combat to be slower, with more shots being traded.

8) Should the lander fly? I'm leaning towards to no. Because then its not a lander is it? Its a flyer.

I've collected some footage of some games which would be relevant to how SC:O could end up playing. I'd say V2000 would be the most closely related DNA wise though.

So first up, the aforementioned V2000. This game does deal with flight well though, with a model SC:O could work with.

https://youtu.be/bvnLscz93Xw

Secondly, Wild Metal Country. If anything I would just want a remake of said game, however the way the game plays in regards to aiming and the physics of projectiles and how the tanks behave on terrain should be taken into consideration

https://youtu.be/ZpXg9NnAvS0

https://www.youtube.com/watch?v=_JeclMh4ork

Next, SWIV 3D. Another game that features flying with dinky aesthetics and buggy gameplay too

https://www.youtube.com/watch?v=u8OLkXXospY

Recoil was another great vehicular combat game thats often forgotten

https://www.youtube.com/watch?v=TgffQUf3tDs

If we positively absolutely have to have flying... G-Police would be a great model!

https://www.youtube.com/watch?v=0UlLF1CBduc

Uprising might be too large in scale to consider

https://www.youtube.com/watch?v=v4WQnNkNOaE

Mass Destruction could be relevant.

https://www.youtube.com/watch?v=qpkE0IC6zgI
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