Title: Possible to save the Pkunk? Post by: Orsquall on November 27, 2003, 03:38:15 pm The stupid birds wanna rejoin the Yehat every five seconds!
My options are over- I stopped em' too many times, now I only have 'Suit Youself'. Whenever I let them go they dissapear from the starmap.. I know they have no further use, but it's sad that they have to die like that... Can't I do something about it? Title: Re: Possible to save the Pkunk? Post by: lightman on November 27, 2003, 08:22:20 pm Yes. You need to start the Yehat Revolution (before or after the Pkunk reach them). To do this, you need to help the Shofixti so you can prove to the Yehat that the Shofixti still exist.
Title: Re: Possible to save the Pkunk? Post by: Orsquall on November 27, 2003, 09:43:58 pm Uhh- already done. :)
I just finished the game- so I got the answer I guess.. ^_^ But what happened to the Captain and the crew? Did they die when they bombed the Sa-Matra? Thx. Title: Re: Possible to save the Pkunk? Post by: Ace987 on November 27, 2003, 10:43:58 pm You can download the ending (and beginning) movies here http://www.classicgaming.com/starcontrol/3do/movies.shtml
Title: Re: Possible to save the Pkunk? Post by: Orsquall on November 28, 2003, 12:46:51 am Now THAT is a kewl ending!!! :) ;) :P
Thank you SO much! Title: Re: Possible to save the Pkunk? Post by: Jimmy C on November 30, 2003, 06:36:34 pm They do not try to rejoin the Yehat every 5 seconds! After you send them back, there's a few days respite before they try again. My preferred method of dealing with them is to wait until they're nearly at Yehat space before calling them back. That doubles the time you have before they try again.
I can also finish the game before I run out of chances to turn them back. Title: Re: Possible to save the Pkunk? Post by: Death 999 on December 01, 2003, 06:44:24 pm It doesn't matter whether the Yehat revolution starts or the Pkunk arrive first -- the same result occurs. The only reason to send them back is that you'll be able to mooch more free ships.
Title: Re: Possible to save the Pkunk? Post by: Sage on December 02, 2003, 09:43:00 am Not true. I've beaten the game losing the Pkunk first and then starting the revolution and I never got any support at all for the final battle. Until I beat the game again doing the opposite, I was always wondering who would be silly enough to keep Furies long enough to fight the Sa-Matra, since people kept on suggesting to use them.
Title: Re: Possible to save the Pkunk? Post by: Deep-Jiffa on December 02, 2003, 04:13:57 pm I see you are a pkunk noob, aren't you? :P
They have 2 main uses: A. Reduce the crew to 1 by transfaring it to a lower-crew ship. Then find someone to fight, "haleluya!" You got extra 7 crew for free! B. Come on! With a little bit of practice you can take out everyship! ( even Ilwrath). Too bad I CAN'T do this anymore since the preformance of uqm is reduced much more than sc2 in my computer. Until I will get a new one... Title: Re: Possible to save the Pkunk? Post by: JSB on December 02, 2003, 04:23:34 pm I often lose almost as many ships to Furies in Super Melee as I lose to Avatars (which is half my fleet if I don't have a Marauder or a Scout with which to blow up their point defense satellites)...
Title: Re: Possible to save the Pkunk? Post by: Death 999 on December 02, 2003, 07:13:44 pm Quote Not true. I've beaten the game losing the Pkunk first and then starting the revolution and I never got any support at all for the final battle. Did you have any slots free in your fleet? I seem to recall the opposite outcome for this experiment. Title: Re: Possible to save the Pkunk? Post by: Spurk on December 03, 2003, 12:37:14 am Quote I seem to recall the opposite outcome for this experiment. I'm certain I've had the opposite outcome. One of the first things I do in a game is visit the Pkunk, and one of the last things I do is incite the Yehat, which will invariably be after the Pkunk have been absorbed. Yet at the final battle, the Pkunk and Yehat come to my rescue. Title: Re: Possible to save the Pkunk? Post by: Matticus on December 08, 2003, 08:42:25 am Quote I seem to recall the opposite outcome for this experiment. Ditto. Title: Re: Possible to save the Pkunk? Post by: Sage on December 08, 2003, 09:15:53 am I wish I were good enough with 12 Avatars not to lose half of them against the 3 Dreadnaught/3 Marauder team. No, either I'm mistaken and I got the sequence of events right, or it was just a bug (this game was played during 0.1). I suppose I could grab the save file and put it up for all to see should they so desire.
Title: Re: Possible to save the Pkunk? Post by: Ace987 on December 10, 2003, 02:10:59 am Quote I wish I were good enough with 12 Avatars not to lose half of them against the 3 Dreadnaught/3 Marauder team. Maybe they play that final battle like me. I typically use the flagship to fight the 3 ur-quan / 3 kor-ah battle. Even with only 6 slots you can still make a decent flagship. I think I usually go 1 crew module, 1 tracking module, 1 hell-borne cannon (2nd slot), 3 silva furnaces. Even if I only have 1 crew left after the battle that's more than enough since the flagship is worthless against the Sa-Matra. Then, I can use an assortment of ships in the final battle. Sometimes though, I'll only take 10 ships along just to see the sequence with the Yehat at the end. Title: Re: Possible to save the Pkunk? Post by: Culture20 on December 10, 2003, 04:08:33 am Or you could warp your avatars to safety, and still not have enough slots for the pkunk & yehat.
Title: Re: Possible to save the Pkunk? Post by: Sage on December 10, 2003, 10:27:40 am Yes, I could do that, but it seems kinda pointless when this is supposed to be the final battle. Warping an avatar with only a thin smattering of crew from the guards is probably bad tactical thinking when you consider that the Sa-Matra would simply cream them with one of those red blasts. Plus, the Pkunk/Yehat reinforcements do much better vs. Sa-Matra than an Avatar anyway.
"Sorry Mr. Chmmr, but I've got other people in line for your slot in the fleet. You gotta DIE!" Title: Re: Possible to save the Pkunk? Post by: Ace987 on December 10, 2003, 10:45:14 am Yeah, your right about the Avatar except one thing. It's great to use as the first ship against the Sa-Matra if it warps in pretty close. I've been able to take out 5-6 generators with the Avatar before all those damn homing defenses come at me. No skill is required either. It's basically just a get in close and hold down the fire button. Once all the defenses are out there it's pretty much as useless as the flagship.
I also like having 12 different ships to fight the Sa-Matra and the Avatar is one of them. It's amazing how some of the ships you'd think are bad actually do quite well (the Druuge comes to mind). It's also kinda funny sending stuff like the Earthling Cruiser and the Spathi Eluder at the Sa-Matra, they have no chance although sometimes can kill a generator or 2 if the circumstances are right. Title: Re: Possible to save the Pkunk? Post by: Death 999 on December 10, 2003, 07:35:20 pm Cruiser taking out even 1 generator seems like a miracle to me.
I can see Spathi lasting some time against the fireballs due to its smaller turning radius. If you space out where you fire right, you can even get your BUTTs to track toward a generator (though this is tricky, I imagine it's easier than taking time to aim the pea shooter) Same goes for Zoq-Fot-Pik and Supox and Syreen, but they're slower, so even more of their time will be spend avoiding fireballs. And the Syreen weaponry is very weak against these automated defenses. Thraddash could leave firetrails, which, properly placed, can prevent burnination. However, their wimpy blaster will take for-freaking-ever to destroy the Shield generators. Title: Re: Possible to save the Pkunk? Post by: Fsi-Dib on December 10, 2003, 08:21:42 pm The best choices are Pkunk (obviously) and the Utwig Jugger. Jugger is very good in the final battle. And otherwise too.
Title: Re: Possible to save the Pkunk? Post by: Deep-Jiffa on December 10, 2003, 08:53:00 pm I consider the Terminators better than the Juggers ships. Yes, the shield can't last forever and yes it is hard not to get hit. But thier advantages are:
A. Light weight. I hit from those green balls makes you fly with nice speed. B. They can shot while using the shield. With the Juggers it is more save to destroy the generators but it is also boring and it could take a while. Same with the pkunk. So overall, I like the terminators for the last battle. Faster, more challenging and more fun than any other ship. (Well maybe the Shofixi.. hehe) Title: Re: Possible to save the Pkunk? Post by: NECRO-99 on December 10, 2003, 11:27:25 pm I had a particularly enjoyable run with a Shofixti once. I'd had a Yehat weaken a bunch of the generators earlier, but naturally, he ate a fireball. Get in close and KYAIEEE!
I took three out. Title: Re: Possible to save the Pkunk? Post by: Novus on December 11, 2003, 11:23:18 am Actually, the flagship isn't completely worthless against the Sa-Matra; I've managed to take out most of the generators using only my flagship. The trick is to bounce off those green things a few times to get a speed boost. You can then fire at the generators every time you fly by. Of course, you really have to blast the incoming fireballs if you want to survive.
The only problem with this is that you're essentially out of control all the time and have to stay that way. If you hit something and stop, the fireballs get you in no time. Title: Re: Possible to save the Pkunk? Post by: Ace987 on December 12, 2003, 12:00:47 am And that's the problem with using the Flagship..... you could do the bounce off the green things, but if you were to die it's game over. You can't warp out with the flagship either, so unless it's the only ship left, I never use it.
I've managed to take out generators with almost every ship, but it's basically a luck thing (like mentioned earlier). If the fireballs get to you before the green things most ships are toast. Otherewise, boucing off the green things and fire when your in range is a good option (but it might take awhile). I love saving the Thradash Torch till all the generators are destroyed for cleanup. Once the generators are down, the defenses won't respawn, so I usually warp out whatever ship destroyed the last generator, bring in the Torch and get rid of the defenses. Once that's done, it's time to bring in the Flagship (which is usually down to a few crew since I used it agains't the Ur-Quan earlier). Title: Re: Possible to save the Pkunk? Post by: Deep-Jiffa on December 12, 2003, 03:28:53 am Best Ship to start with is the Avatar. You can do massive damage before the defences get to full power. After that it is a diffrent story.
Title: Re: Possible to save the Pkunk? Post by: pkunk on January 08, 2004, 05:23:44 pm pkunk is best ship for final fight, keep flying around sa-matra shooting sideguns on it = dead sa-matra and easily
Title: Re: Possible to save the Pkunk? Post by: Deep-Jiffa on January 08, 2004, 06:46:37 pm Pkunk ship = not the best ship against the Koar-ah and Ur-Quan defenders.
Avatar = best ship against the guards since you will lose them but still have a great fight and get the pkunks later. Title: Re: Possible to save the Pkunk? Post by: Colonel E on January 11, 2004, 01:10:27 am Just played the last bit of the game. The Utwig are excellent against the Ur-Quan, against Green especially.
Title: Re: Possible to save the Pkunk? Post by: Deep-Jiffa on January 11, 2004, 01:33:08 am Your first time? Congratulation!
Title: Re: Possible to save the Pkunk? Post by: Colonel E on January 11, 2004, 01:54:30 am Well, I did cheat for RU and used "strategy guides"...
Title: Re: Possible to save the Pkunk? Post by: Deep-Jiffa on January 11, 2004, 02:27:46 am In your first time? :( well your lose...
Title: Re: Possible to save the Pkunk? Post by: Colonel E on January 11, 2004, 04:48:20 am It's okay, I still heartily enjoyed every second of it.
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