The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Zeep-Eeep on May 27, 2004, 12:52:42 am



Title: Possible Changes
Post by: Zeep-Eeep on May 27, 2004, 12:52:42 am
A month or so back there was a patch floating around to make
UQM a bit harder. More probes, random Ur-Quan attacks, etc.
I'd like to put forth another suggestion:

Have an option to allow the player to _not_ see the opponent's
crew and battery during combat. I'm not sure about everyone else, but I
base a lot of my tatics on how much crew and energy the computer
has left. Keeping me from seeing this would be a good challenge.

So, how about an option to hide the computer's stats? It also
makes good role playing sense.


Title: Re: Possible Changes
Post by: Vassago_Umara on May 27, 2004, 01:17:37 am
That's not a bad idea, it would be much more realistic.


Title: Re: Possible Changes
Post by: Asrial on May 27, 2004, 01:34:06 am
I like this idea.


Title: Re: Possible Changes
Post by: Death 999 on May 27, 2004, 02:46:05 am
I like this one, it's very different.

Other simple changes one could make:

1) reactivate VUX close warp-in (this may have been mentioned before)

2) double lander fuel use

3) make the main ship a little touch slower (via making the thruster increment smaller, not by lowering the no-thrusters speed)

4) make stuff more expensive


Title: Re: Possible Changes
Post by: FalconMWC on May 27, 2004, 03:26:27 am
Exellent idea Zeep-Eeep! - And maybe how about.....

5. Making the hell bore a tad umm... weaker and maybe the energy drain up?


Title: Re: Possible Changes
Post by: Deep-Jiffa on May 27, 2004, 04:58:51 am
Quote
A month or so back there was a patch floating around to make
UQM a bit harder. More probes, random Ur-Quan attacks, etc.
I'd like to put forth another suggestion:

Have an option to allow the player to _not_ see the opponent's
crew and battery during combat. I'm not sure about everyone else, but I
base a lot of my tatics on how much crew and energy the computer
has left. Keeping me from seeing this would be a good challenge.

So, how about an option to hide the computer's stats? It also
makes good role playing sense.


Good idea, but still you are wrong that it isn't "realistic". Heard about scanners?  ::) Not seeing crow and battery will be realistic only vs Avenger ships.

Anyway, it is a very good idea but it isn't realistic :\


Title: Re: Possible Changes
Post by: FalconMWC on May 27, 2004, 05:04:04 am
Sure it is! - Remember DJ, the green dots don't alway mean crew. They can mean internal damage. Also, can they use some sort of shield to prevent you from scaning how much energy they have?


Title: Re: Possible Changes
Post by: Dwight_Trammel on May 27, 2004, 08:32:55 am
No more probes. They are just annoying. Option to hide computer's stats sounds good. Random Ur-Quan attacks is also a good idea. Or maybe both Ur-Quans could dominate bigger space.


Title: Re: Possible Changes
Post by: Strange_Will on May 27, 2004, 08:51:42 am
Quote
A month or so back there was a patch floating around to make
UQM a bit harder. More probes, random Ur-Quan attacks, etc.
I'd like to put forth another suggestion:

Have an option to allow the player to _not_ see the opponent's
crew and battery during combat. I'm not sure about everyone else, but I
base a lot of my tatics on how much crew and energy the computer
has left. Keeping me from seeing this would be a good challenge.

So, how about an option to hide the computer's stats? It also
makes good role playing sense.


tape....

paper....

+ monitar

no more stats :p

hehe


Title: Real?
Post by: Zeep-Eeep on May 27, 2004, 05:58:53 pm
Since we're talking about fictional combat with a make-believe group
of aliens in the future, I don't think anything about UQM combat can
be considered "realistic".

However, DJ, while there very well may be "scanners" in UQM there
may also be ECM devices in the future. You could set the option to make
it work either way, depending on your view of the game. That isn't important. It's the difficultly factor that I'm interested in.

Looking at the code last night, I suddenly remembered why I didn't take part in the last mod patch. It's fugly code. So I'm going to shut up and sit this one out form here on in.


Title: Re: Possible Changes
Post by: Culture20 on May 27, 2004, 10:03:15 pm
Quote
Sure it is! - Remember DJ, the green dots don't alway mean crew. They can mean internal damage. Also, can they use some sort of shield to prevent you from scaning how much energy they have?

Then the Syreen special draws away bits of armor plating?  Green dots _are_ crew except in the world of SC3.


Title: Re: Possible Changes
Post by: FalconMWC on May 27, 2004, 10:08:15 pm
Well, then how come a nuke always takes out four people, no more or less? Or how come the chmmr ships is as big as the planet?


Title: Re: Possible Changes
Post by: raakone on May 27, 2004, 10:12:26 pm
There is an exception....the Slylandro Probe....its dots aren't crew....and they're colored grey to show this. It's immune to the Syreen's call, naturally.

SC3's ships make no sense....the Doog constructor...how is it you "repair" crew when Doogs aren't robots?

~Ra'akone


Title: Re: Possible Changes
Post by: Culture20 on May 27, 2004, 10:29:08 pm
Quote
Well, then how come a nuke always takes out four people, no more or less? Or how come the chmmr ships is as big as the planet?

Because that's slightly less nonsensical than Syreen singing to inanimate objects.  You have to have a demarcation between RL and an ordered game somewhere.  If you're curious as to why a nuke does so little damage: maybe all ships have some minor shielding (the yehat and utwig use much stronger versions).


Title: Re: Possible Changes
Post by: FalconMWC on May 27, 2004, 11:18:07 pm
There is one thing about Syreen though. We (meaning humans in general) are attracted to them. How about the thraddash? or Supox? Why do they still fall for the call?


Title: Re: Possible Changes
Post by: Deep-Jiffa on May 27, 2004, 11:26:58 pm
Quote
There is one thing about Syreen though. We (meaning humans in general) are attracted to them. How about the thraddash? or Supox? Why do they still fall for the call?


Because they use thier mental 1337 skills.  ;D


Title: Re: Possible Changes
Post by: Shiver on May 28, 2004, 08:10:00 am
In the next patch When possible, the game should ask if you want to play "normal" or "insane" difficulty. If you can think of a better name than insane (such as "Pai Mei's Five Point Exploding Heart Setting of Eagle Claw Madness"), go with that instead.

"2) double lander fuel use"

This would force the player to make a bee line straight for the exotic and radioactive planets they have memorized from previous games. I suggest making the planet types appear in different locations every game so you still have to search. This would be a hell of a lot of work, though.

It would be nice if the AI knew how to deal with Spathi and Thraddash cheapness in game as well.


Title: Re: Possible Changes
Post by: Vassago_Umara on May 28, 2004, 03:47:49 pm
Yes, defeating the Ur-quan with a Spathi Eluder is pathetically easy.


Title: Re: Possible Changes
Post by: Death 999 on May 28, 2004, 07:46:58 pm
Quote
"2) double lander fuel use"

This would force the player to make a bee line straight for the exotic and radioactive planets they have memorized from previous games.


Not really. How much of your fuel do you spend on planet excursions? Not a lot, if  you're basically paying attention to the issue. I agree that this is not an ideal solution.

Quote
I suggest making the planet types appear in different locations every game so you still have to search. This would be a hell of a lot of work, though.


Well, of course... but that would involve much more difficult tweaking to the code. Note that everything I suggested could be implemented by changing one number in one place (assuming the code was put together well).


Title: Re: Possible Changes
Post by: FalconMWC on May 28, 2004, 08:07:12 pm
Could you not just double hyperspace travel fuel consumption?