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Messages - Praetyre

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16
Spore: General / Re: Second Review (PC Gamer)
« on: August 27, 2008, 03:32:53 am »
That first shot of Deep Lee's creature reminds me of the fellow who was creating the Nataraja.

17
Spore: General / Re: Religion's role in spore
« on: August 22, 2008, 04:28:54 am »
Huh.. I guess they have a good Internet at Trinity United Church of Christ.

18
For some reason, the link won't open.

19
Spore: General / Regarding creature height.
« on: August 22, 2008, 02:29:16 am »
Does anyone know if there is a way to determine the height of your creature? I'm curious, partly since one of mine is intended to be around 2.5 m tall, but there isn't a reference on hand, besides "Max Size= Elephant, Min Size= Mouse".

20
Spore: General / Re: The "Come Back to Life" Factor.
« on: August 22, 2008, 02:26:14 am »
Even if Spore wasn't set in our galaxy, it's still set in one galaxy. Which, unless you can somehow interact with other galaxies in a sort of Spore equivalent of the Silk Road, would make the "intergalactic" reference an odd one.

He could be referring to Sol's status as an easter egg. Regardless, I'm fairly sure Spore is set in the MW.

21
Spore: General / Re: The "Come Back to Life" Factor.
« on: August 22, 2008, 01:41:15 am »
What I'm more referring to is that there appears to be only one spaceship for each civilization, whereas realistically you would have hundreds, thousands or magnitudes more transport, military, police, scientific and explorative ships. So, for me, cloning the captain isn't that outrageous in comparison.

Now, this confuses me (SPOILERS):
Quote
You have returned to your people victorious! This ~mission_item~ cements the ~race~ as players on the intergalactic stage!

I was under the distinct impression Spore was set entirely in the Milky Way galaxy. I guess I'll have to wait and see.

22
Spore: General / Re: The "Come Back to Life" Factor.
« on: August 22, 2008, 01:30:26 am »
To me, the concept of a single vehicle doing as much as the UFO does, outside of a high-level or unique superweapon, is silly enough to make cloning irrelevant.

23
Spore: General / Re: First Spore Review!
« on: August 21, 2008, 08:29:36 pm »
Hmm.. personally, I'm really hoping for an expansion pack or a mod with a more "mature" theme to it. Even a patch to remove things like cells with eyes would be good. That said, the review was interesting, and I'm looking forward to seeing the dynamics of the game with my own eyes. I'm very glad to hear the editors are diverse, and the screenshots look promising indeed.

OT: Interesting avatar. Where's it from?

24
Spore: General / Re: What is the one thing you would Add to Spore
« on: August 21, 2008, 05:35:35 pm »
Sort of like the Celestials from Marvel?

25
Spore: General / Re: What is the one thing you would Add to Spore
« on: August 21, 2008, 05:10:41 pm »
Either this: http://www.gamingsteve.com/blab/index.php?topic=13810.0

Or something more like SOASE in terms of space gameplay.

26
Spore: General / Re: Idea for representing warfare in Spore
« on: August 21, 2008, 02:50:34 pm »
It's a little bit redundant to suggest this a few days before Spore comes out, you know it's gone gold right?

There is plenty of information on the web about how spore does handle Civ combat.

Ah, there is? My mistake, then. Perhaps this could be a good idea for something else, then.

Anyway, I don't see why vaguely HOMAM-esque fighting isn't feasible in real time. You wouldn't actually be increasing numbers and combining units, just being able to create different versions of your units with higher "health"/numbers. The same principle wouldn't apply to wet navy ships, since in numbers, at least historically, they haven't reached documented highs like tanks did at Kursk with 6300 tanks total, or aircraft did at the Battle of Britain with 6307 aircraft total, so it makes sense to only have a 1:1 scale for them.

27
Spore: General / Re: Spore community survey
« on: August 20, 2008, 07:01:40 pm »
Age: 16
Gender: Male
Location: Auckland, New Zealand
religious or not: Strongly religious
Preferred gaming platform: PC
Preferred games genre(s): Real time strategy, simulation
Least favorite genre(s): First person shooter, puzzle
Currently playing: Rome: Total War (Barbarian Invasion and Alexander expansion packs included)
Favorite game(s): Spore (of course), Rome: Total War, Black and White, Civilization IV, Lord of the Rings: Battle for Middle Earth, The Movies, Arcanum: Of Steamworks and Magic Obscura
Least favorite game(s): Gangsters 2, The Elder Scrolls III: Morrowind
Hours of gaming a day or week: My main recreation :)

28
Spore: General / Re: Idea for representing warfare in Spore
« on: August 20, 2008, 06:50:44 pm »
You create stacks as individual types of unit, which represent different numbers of a particular unit. It wouldn't actually be that different to traditional RTS combat, besides the mechanic of representation. You'd basically have something like clicking on Tier II Gongabonga Bigtank, sending it over in real time to attack the two Tier I Logobooga Jeeps and watching the fireworks, but instead of health, it would have numbers.

29
Spore: General / Re: Idea for representing warfare in Spore
« on: August 20, 2008, 06:38:30 pm »
Ah.. sorry if I didn't make that clear. It would be in stacks, but real time, and on the world map.

30
Spore: General / Re: Idea for representing warfare in Spore
« on: August 20, 2008, 06:06:18 pm »
No infantry? Well, that sucks. Here's hoping for a mod or expansion for that (along with a combo of naval and air scale and tactics for space).

How would you have battles in a pre-WW1-level-of-tech era, though?

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