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The new test version is known as Starcruisers TEST. --its online again again again!
video added: http://youtu.be/zdpFq1a_qdU
Current update: Playable version is almost complete! The playable version is a barebone version with minimal features added for some gameplay. Ship designing is still the main feature of Starcruisers, but it won't be available until enough weapons and ship hulls have been made.
Edited by orangeblue on 5/17/2013 7:45 PM PDT
Nope, its probably not like cruiser command. To see what it is like, just scroll down a few pages, to page 39. So the map is just a few clicks away.
The map is made for 10 players so you may have to wait a little while. If you wait a few days, maybe a few weeks, you can get enough players to fill half the lobby and play the game! So you gonna have to be patient. Have fun!
Wow, 35 views on the thread! Typically I get only 5 or 6 views. :)
To celebrate this huge milestone, I'm linking a little video of this map. The video was meant to be funny and poking fun of another video that was released at the same time. So the humor is probably lost now...still it shows what starcruiser is about.
Bugs that I've noticed... I'm sure you're aware of most if not all of them, but just in case I figured I would list them!
Engineering bays function normally, with SCV's moving about the ship to repair, until you initiate a jump across the map. In some cases I've never had my SCV's return, thus finding myself needing to deconstruct my engineering bays only to build them again in order to start repairing once more.
When you upgrade your bunker enough to build a second bunker on top of it, and then deconstruct your bunker, the second bunker remains there, atop of what ever empty or new module you make. This is could be a costly means but a means nonetheless to getting a more powerful ship with an edge over the opponent using an exploit.
When you command fighters to do a long range strike, or orbit your ship, they just remain where ever they exited your ship from. The only way to get them into combat is to launch them off near enough to an enemy that they aggro them in the first place.
That's all I can think of, for now! Awesome game, still really looking forward to playing it with somebody.
Ah, the bugs has now been fixed. Except for the add bunker bug. It is a costly exploit in terms of time and money, so gonna leave it in... at least for now. It'll be a little exploit for expert players to do if they really want that second bunker.
couple more things added:
1) focus fire ability changed a little
2) option to turn off the space background so its pitch black. Its easier to see the map that way.
The cruiser escort is also really buggy. It winds up staying in hyperwarp permanently sometimes, letting you move him around the map at incredible speeds. Also, the tooltip for his defensive matrix is a yamato cannon, and is also called that, which is slightly misleading :P
I really like the new fix for the fighters, using them is suddenly a ton of fun :D Also being able to have scv's that stick around to repair is very nice!
EDIT: Just a recommendation, due to the slow repair of the SCV's... assuming each engineering bay has four scv's, it might be neat having an upgrade to hire a 5th, 6th, 7th and 8th SCV, for extra repairing :D
EDIT2: Oh, or instead of extra SCV's, you could have an upgrade to add a MULE! It repair much faster than scv's or some such.
Edited by Cthulhu on 6/10/2011 12:12 PM PDT
okay, fixed up the cruiser escorts some more. Escorts are suppose to be uncommandable. Also fixed a bug with scvs. Their invulnerability flag were turned off, so aoe attacks could kill them.
The scvs were meant to be passive repairs. For really fast repair rate, players are suppose to use the 'R'epair team button. BUT, if this map ever become popular, was going to have a 'talent' tree type thing.
Instead of ability points, players gain research points. That's what the artifacts are for, to grant research points. With the points, players can click on new abilites and such. That's what the game is suppose to be, most of the abilities and weapon upgrades would be greyed out, and players have to do this 'talent' tree to gain them. So the possiblities are endless. :) And one such possibility is to upgrade engineering bay scv repair rate. So yeah, probably a special ability that launch mules for really fast repairs (after players unlock via the talent tree).
OMG, this map is so embarassing... this map actually DID NOT work! Because only one person can choose their ship at a time with a 30 second pause. So in a 10 player game, the 10th player won't get to choose their ship until 5 minutes into the game! Not to mention it messes up the game mode... I probably wouldn't even have noticed the bug unless I was a 2nd+ player in the game...
Anyways, hopefully that bug is fixed now...but who knows.
1) Standard cruiser is suppose to have flaws with the reactor and engines on the outside. But its shaped to be a really long cruiser, so maybe some people can find a use for it.
2) Hammerhead is designed to have a mass of weapons in front and some in the back. The center is vulnerable so when it turns to its side, enemy can attack the main reactor and command bridge.
3) Nova class was the first ship designed. It's reactor and engine modules are protected by a layer of battle modules. It is probably the best ship. But the weapons are pretty spread out..
4) Galaxy is just for fun. Its reactors and engines are totally exposed but it does have a very strong front. So this could be very powerful ship since all the weapons are grouped together for a really high dps.
A few ship differences:
Standard has 1 more module than other ships, hammer and nova have 15 while standard has 16.
Hammer has good fore fire power but rarely will you see all guns in action.
I use both nova and standard, I don't like the style of galaxy or hammer head.
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