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Introspective narcissism since the 2000s.

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blog:revamping_first_strike_why_stellar_commanders_better [2026/08/21 08:44] ultracomfyblog:revamping_first_strike_why_stellar_commanders_better [2026/08/21 08:53] (current) ultracomfy
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 Oh, research! Of course research should cost money. Superweapon research should cost money too and constructing the superweapon should cost as well. Right now, superweapon research and construction is a no-brainer, but by tying it into the money system there is a tradeoff when thinking about building a superweapon each time you want to build it. Oh, research! Of course research should cost money. Superweapon research should cost money too and constructing the superweapon should cost as well. Right now, superweapon research and construction is a no-brainer, but by tying it into the money system there is a tradeoff when thinking about building a superweapon each time you want to build it.
  
-I will say that if you think about the money system I'm talking about, it will remind you a lot of Stellar Commanders, and I assume that's because Blindflug had similar thoughts when they thought about how to evolve the First Strike game. My idea is essentially like the Iridium bar from SC: You get more money constantly and you can invest it to build various forms of infrastructure. You can build a superweapon in SC but it requires you to sacrifice Iridium every time you do. Expansion in SC requires Iridium and is a lot more strategic because of the different ways the game lets you expand, each with their advantages and disadvantages. Defending in SC is done automatically but it too requires you to invest into defenses.+If you haven't noticed yet, this kind of system I am proposing should remind you a lot of what Stellar Commanders tried to do. I assume that's because Blindflug actually had very similar thoughts when they thought about how to evolve the First Strike game. //My// idea is essentially like the //Iridium bar from SC//: You get more money constantly and you can invest it to build various forms of infrastructure. You can build a superweapon in SC but it requires you to sacrifice Iridium every time you do. Expansion in SC requires Iridium and is a lot more strategic because of the different ways the game lets you expand, each with their advantages and disadvantages. Defending in SC is done automatically but it too requires you to invest into defenses.
  
-I really think that my design pitch for what the problems are and which focus to have when solving them is going to be really similar to BF's pitch when they thought about Stellar Commanders. It really is a straight evolution from First Strike and, in terms of design, in many ways //is// the better game.+I really think that my design pitch for what the problems are and which focus to have when solving them is going to be really similar to BF's pitch when they thought about Stellar Commanders. It really is a straight evolution from First Strike and, in terms of design, Stellar Commanders //is// the better game.
  
-I think there is a variety of reasons for why Stellar Commanders didn't land, one of which I think is particularly the fact that it is a deck/card builder and not First Strike. That makes it not First Strike. May sound dumb, but it really is that by making it a deck builder you are removing it from the freeform nature that First Strike gave you. Stellar Commanders is very different because it basically has "counters" and "win conditions" and preset strategies and dynamics with how each card interacts with the enemies' cards and synergizes with your own other cards. The First Strike-like elements in SC are now mostly accidental.+Unfortunately, Stellar Commanders wasn't very successful. I think there is a variety of reasons for why Stellar Commanders didn't land, and I think one of them is that Stellar Commanders is a deck/card builder - **not** First Strike. This may sound dumb, but by making it a deck builder you are removing it from the freeform nature that First Strike gave you. Stellar Commanders is very different because it basically has "counters" and "win conditions" and preset strategies and dynamics with how each card interacts with the enemies' cards and synergizes with your own other cards. First Strike had none of these kinds of interactions, and so the similarities between Stellar Commanders and First Strike are now mostly incidental.
  
 First Strike is good because it lets you have access to this big sandbox where you can do all kinds of things, it's basically a grand strategy sandbox game in that sense. In comparison, Stellar Commanders is essentially just the weak points (and only the weak points) of First Strike, made them better, and then added a deck builder. First Strike is good because it lets you have access to this big sandbox where you can do all kinds of things, it's basically a grand strategy sandbox game in that sense. In comparison, Stellar Commanders is essentially just the weak points (and only the weak points) of First Strike, made them better, and then added a deck builder.
  
 Obviously that's not all the reasons for why SC didn't land and, also obviously, all of this is easy for me to say after the fact. I don't mean to be shitting on SC with what I'm saying here. In fact I really hold it in high regards for how it approached the attempt to take First Strike, take it away from sandbox and move it towards a proper, strategical game that you could genuinely play in multiplayer and have some genuine strategical gameplay in. Obviously that's not all the reasons for why SC didn't land and, also obviously, all of this is easy for me to say after the fact. I don't mean to be shitting on SC with what I'm saying here. In fact I really hold it in high regards for how it approached the attempt to take First Strike, take it away from sandbox and move it towards a proper, strategical game that you could genuinely play in multiplayer and have some genuine strategical gameplay in.
blog/revamping_first_strike_why_stellar_commanders_better.txt · Last modified: by ultracomfy

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