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RE: Starpoint Gemini Sequel in the works!

Posted: Sat Feb 18, 2012 12:09 pm
by Dorijan

krm398 wrote:
PS: in the new game please...not so many free cargoes, or have some that are empty. I have almost a million dollars in game and haven't bought anything but equipment yet. Its a little silly to have enough to buy a battleship (your ships are too cheap too, a battleship costs millions in every game I've played) at level 7..lol.
Point taken. We've discussed it and we agree. We planned on modifying that part already, but additional input is always welcome.
Dukoth wrote:
1. will ship scale be better represented, in SPG it was dissapointing to see that dreds were only a little bigger than gunships, if I'm flying a dreadnought, I want to know that I'm flyin a mechanical space god, and if I'm in a gunship I want to zip around a dred like it's the tiny fish it's saposed to be
Difference in ship size is quite a bit more apparent in SPG2, but I can't speak of concrete numbers at the moment since it can and probably will be changed some more.
Dukoth wrote:
2. in SPG fighters are just an ability, will that be changed in SPG 2, I would like to see some ships with hangar slots that you can place fighter squadrons in to, and for the range of fighters to range from intercepters to bombers, and for different ships to have varying numbers of hanger slots, determined by ship type and size, mabey even special hangars that can equip ai controlled gunships
Have you by any chance come to Croatia, found our GDD and took a peek somehow? ;)A)Fighters are no longer an ability.B)Ships (not all!) have hangar(s) as a ship system that can be damaged, crippled etc... Hangars hold fighter/bomber/interceptor squadrons, depending on what you choose to buy and place into the hangar.C)Releasing AI controlled gunships from hangars is a no go, but we do have high-tech AI controlled drones with various abilities that can be "housed" in hangars and released just like fighters.
Dukoth wrote:
3. will activities like salvage and mining have a little more complexity to them?
Yes. To explain:MINING: Mining is done directly by shooting at asteroids to destroy them and release varying amount of ore (actually ores though I'm not sure this noun has plural ... does it? Educate me please, guys :?). Alternative approach is using a special item to detonate more asteroids at the same time. This special item also provides better mining yield. The item has a price though.SALVAGING: Similar to mining, shoot at derelicts to destroy them and release valuables. Special item can disassemble a derelict and grant higher yield. There is also a chance (small, but it's there ;) ) that you manage to patch up the derelict just enough to get it barely working again so you can drag it to a station and repair. Then sell it, or claim it as your own. Personal preference :) .

RE: Starpoint Gemini Sequel in the works!

Posted: Sat Feb 18, 2012 1:06 pm
by krm398
Shooting rocks to mine them makes sense but shooting wrecks to make one better? that seems a stretch. If there are going to be claimable wrecks, why not just have a few that were 'disabled' and abandoned rather than destroyed? With subsystem targeting its possible to kill all power and the life support systems to ships, and then they would, until repaired be uninhabitable.Having less rogue cargoes would slow down money gathering, and make getting ships a little harder, I personally am a capture specialist and it took me quite a while to get on to capturing ship in SG, theres even a dead zone with the smallest gunboat, there's nothing bigger that can be capped by one and only two...I think with 10 marines on board, all others are 20 +. Also when capping ships, if your ship has 20 on board and your in perfect shape it should be able to drop 20, not 12 or 15 when you've taken no damage, but in SG it does that, so you never know from time to time what number you'll use when you attack another ship. Losing men due to combat damage is ok, that's expected, in proportion to the amount of damage done. A ship with 75% damage will NOT have its full amount of marines operating, so why did I see in SG ships bigger than me that I fought hard for that had nearly no hull left, close enough that 1 more shot would kill them, and instead of being almost out of marines, they had only 3-5 less than their maximum. While my ship, in good condition only dropped 75% of the men I had ready to go.Hope some of these things get fixed as well, random numbers don't fit just everywhere in games.

RE: Starpoint Gemini Sequel in the works!

Posted: Sat Feb 18, 2012 1:27 pm
by krm398
Since it was mentioned that ships are too cheap and easy to get here's a rough idea from a game I play called X the series:Light fighters =approx 100kmed fighters=150-200kheavy fighters = 300k to 1 mil.bombers = 3-5 milcorvettes (ships with turrets, the smallest) = 5-15mil (depending on light or heavy)frigates = 15-25 milbattleships = varys..to up 125milcarriers (no fighters when bought) = 75-100milthey have no dreadnaughts, but the modders amide a M1-2+ modded, so thats the closest to it in either battleship or carrier = 200mil+On that game this is in credits, and you get them doing jobs, like protecting stations, gathering cargoes after battles, including missiles, because their launchers are NOT free to fire like yours, and freight, sometimes as much as 50 heavy bomber missiles, thats worth a lot one of the biggest prizes in game,approx 1 mil in missiles.Also, the ability to ....if your rep is high enough as a pilot, have ships surrender, as the pilot and his crew jump ship, either in spacesuits or escape pods, once out of the ship, its yours to either sell or use, they don't use grappling beams, I like that about this game, they use computer override and autopilot them back.Just some ideas and what other games have done to make them work.

RE: Starpoint Gemini Sequel in the works!

Posted: Wed Feb 22, 2012 4:00 pm
by krm398
Had some time to think about mining the way you said for the new game. To be honest..I like the beam type mining better, like we have here. Blowing things up to get to the inside stuff we can do now, so what will we be doing in another 500 years in space? Still blowing stuff up? Or will we have newer high tech ways to mine? :oops:

RE: Starpoint Gemini Sequel in the works!

Posted: Sat Mar 24, 2012 7:55 am
by krm398
On Gemini everyone can mine asteroids, everyone...why a Admiral would want to dirty up his favorite battleship with ore is beyond me, he just wouldn't do it, and small ships lack the cargo capacity to do any serious mining. I propose a mining ship or ships. Smaller for beginners and larger more expensive ones for later on. The smallest might carry 100 unites, the largest, 500-1000 units, but they would have small turrets for defense ,not enough to defend against big ships, but enough to keep the small gunboats away, like the freighters do now.Then salvaging ships from wrecks might go like this...the ship can have various signs of damage, like if its totally black, its too far gone to repair, if its medium looking with some spots that dont seem damaged as bad, it might be salvageable but very expensive to do, and if it looks fairly good, with little to no black burn spots, then it can be saved. Of course they all would need HP repairs that cost money, and that would be in comparison to the overall cost of a new ship that size, so making the decision to salvage a ship has to be thought out, dragging it in to find you haven't the money will get you told to get 'that piece of junk' out of the station, so maybe you'll have to place it where you can find it when things go better for you.Just more ideas for the new game which, I'm sure are too late to get in it, but still good ideas none the less.

RE: Starpoint Gemini Sequel in the works!

Posted: Sat Mar 24, 2012 10:34 am
by sscadmin
True, there was no dedicated mining ships in the game and maybe give you the ability to upgrade components to help find/process the ore more quickly. Or maybe depending on the size of your vessel you could launch a mining ship out of the hanger and provide overwatch while your miner does the dirty work for you.

RE: Starpoint Gemini Sequel in the works!

Posted: Sat Apr 07, 2012 7:39 am
by krm398
Dark...that reminiscent of Mining Drones, on another game. If you had a frigate class or bigger you could buy drones that mine for you. You target the asteroid you want mined and launch them, three or four could destroy an asteroid in 15 minutes or so, getting all the valuable ores and bringing them back to your ship cargo. They weren't cheap, but they paid for themselves, and the idea was that they recharged so unless you left them behind after being chased away by pirates or something, they could be used over and over, until they too were destroyed by someone. :roll:

RE: Starpoint Gemini Sequel in the works!

Posted: Tue Apr 10, 2012 7:02 am
by krm398
OK I said it before, but after playing for a whole I have to say it again...more information about ships you capture. Since I never buy ships I have no idea the ship names. I just got another one that really upset me, after trying 4 timers win different sectors I got one, but it was a give away, the game always said that when I dropped 32-35 guys on board (never 40) then they always had 45 or so, so it had to be a bigger frigate than the one I'm in, it also has 7 guns instead of 6 so it was a sure thing. But now that I own one, which by the way had 6 guys on it this time...just 6...lol. It now says that its a frigate and that it carrys.....40 marines, I know that you can only get 40 at a time from a station but I had to run around gathering new shields..(it has nice lev 4 shields all around)..and it never picked up any more. The number generator strikes again...booohoooo...and I still have no idea the ships name, because the information page doesn't list it or the manufacturer, that has got to change in the new game.I believe it is a Korkarin design or something similar though, with one rear facing gun.Oh, well...it will get me through the next mission, the one about the spy..theres a good fight in that one, so those shields will come in handy.

RE: Starpoint Gemini Sequel in the works!

Posted: Tue Apr 10, 2012 7:41 am
by sscadmin
I will have to revisit this and take a look, I thought ship names were used or maybe that is only when you purchase them like you said. I would love to see more stats, especially when adding crew members currently you really have no clue if they are actually working because you cannot find any stats on the pos/neg to adding a crew member.

RE: Starpoint Gemini Sequel in the works!

Posted: Thu May 03, 2012 7:08 am
by krm398
Been patiently waiting but no announcement or any more info or a time line for dropping the new game on us yet. Hope things are going ok, and we didn't scare you off with our wish lists..lol.

RE: Starpoint Gemini Sequel in the works!

Posted: Wed May 16, 2012 2:48 pm
by krm398
It finally happened, I know that there's a bug in the game that lets you capture ships and even with two to help you, they'll let you have a ship with equipment missing. Twice I got ships and sold the old one and there was no engines...yes, you can fly from station to station looking for equipment at 5-10 mps..lol. But yesterday after all the talk I did about never buying ships...unless I'm mining since they don't have those ships yet, I captured a corvette, sold the freighter I was mining with and put guns and stuff on it ready to go. That's another thing, if there's no equipment, there's no box, so you never know unless you count..hehe and when I got ready, I hit the button to leave and....a little box popped up that said.."you have no generator". Surprise....and you cant leave the ship and go to any wreck for one of those little lev 1 power supply's in your spacesuit, and you cant own two ships at once...so..there I sat. Nice new corvette, no power to fly it, the station had 1 generator, lev 3, too big, nothing else, and no way to go get another, and you cant call and get one delivered..lol. So... I had to sell it and buy a ship...I feel so cheap..lol, but now I have a independent frigate design, and the game can go on. Just another little thing that makes playing games fun...sudden surprises. :D

RE: Starpoint Gemini Sequel in the works!

Posted: Wed May 16, 2012 9:13 pm
by sscadmin
Hopefully LGM Studios is just trolling the forums and finding all the small issues people complained about with SPG and making sure they are not in SPG2, or least that is what I would do :)I know I have to get back to this game and finish it up play the DLC.

RE: Starpoint Gemini Sequel in the works!

Posted: Thu May 17, 2012 5:24 am
by Geraldine
I still cant run the original game at all on my Bulldozer setup :( Wish they would fix the compatibility issues. Ditto to EA with regards to Mass Effect.

RE: Starpoint Gemini Sequel in the works!

Posted: Fri Jun 01, 2012 6:26 am
by krm398
The ad at the top of the page isn't our new game is it? Its about fleet maneuvers and running a fleet or kingdom. Thats a long ways from SPG, I hope thats not it.

RE: Starpoint Gemini Sequel in the works!

Posted: Tue Sep 25, 2012 1:20 am
by Dukoth
so, any news, at all?can you guys tell us any thinga tidbita picanything, let us know you still alive?

RE: Starpoint Gemini Sequel in the works!

Posted: Tue Sep 25, 2012 8:02 am
by sscadmin
If I get a free moment I will try to get a hold of the devs to see if the game is still in development and on track for this year. They have been too quite and it is concerning.

RE: Starpoint Gemini Sequel in the works!

Posted: Mon Oct 08, 2012 10:15 am
by Dorijan
Hello guys.We're not dead, just working <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gif[/url] class='bbc_emoticon' alt=':D' />.i think we can agree there's a lot that can be improved from SPG1 to go into the sequel <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />.You've certainly given us a lot to think and talk about; and we are taking it all into account.For example the mining/salvaging bit mentioned in the thread. The basic way of doing those two things is to shoot on asteroid/derelict. That yields lower rewards (less ore from asteroids, and for example scrap metal from derelicts). However if you use specifically dedicated equipment then you can get more rewarding loot. Salvage drones can disassemble the derelict with more finesse and save even some ship's equipment from it. The "getting the derelict to somewhat operational status" is a scripted event, but you won't repair it by shooting at it. The salvage drones are a key ingredient here <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//wink3.gif[/url] class='bbc_emoticon' alt=';)' />.

RE: Starpoint Gemini Sequel in the works!

Posted: Wed Oct 10, 2012 12:05 am
by Dukoth
hey, you're alive, yay!look, you don't have to give any info on the game, just leave a comment on anything every now and thenjust don't go silent like that, it's worry-some when developers do that

RE: Starpoint Gemini Sequel in the works!

Posted: Sat Oct 13, 2012 10:23 am
by True
I really want to get my hands on this one! I wonder if it will be published by Iceberg again.

RE: Starpoint Gemini Sequel in the works!

Posted: Sun Oct 14, 2012 5:11 pm
by shea
Will SPG 2 be released this year,god i hope so.Best of luck guys