The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: harth1026 on April 29, 2005, 07:22:48 pm



Title: Slylandro Probe Combat Mode
Post by: harth1026 on April 29, 2005, 07:22:48 pm
*Minor Spoiler Alert*

For those of you that got that far, you know that the Slylandro Probe has a battery of missiles and never uses its electrical discharge device in combat.  However, in the campaign and in melee mode, the probes only use their electrical discharge.  I'm thinking the probe would be capable of launching auto-tracking missiles similar to the Spathi BUTTs, but quicker and farther.  If the probes did go into combat with their missiles instead, how much more deadly would they be and could they take down an Ur-Quan?


Title: Re: Slylandro Probe Combat Mode
Post by: Arne on April 29, 2005, 09:37:33 pm
Yeah, it would've been a nice secret to get some object in the game, that enables reprogramming.

PROBE BEHAVIORS (With target requirements).
Attack (Any Ur-Quan vessels) - (6).
Communicate (Space Vessel OR Transmission Source) - (5).
Record Data (Any target) - (4).
Analyze Data (Unanalyzed data in queue) - (3).
Prepare Replication Materials (Any Target) - (2).
Move to Current Target (Any target) - (1).


Title: Re: Slylandro Probe Combat Mode
Post by: Shiver on April 30, 2005, 12:31:48 am
Well, hm. They generally don't give fast ships a long ranged attack because it's... what do they call it? Over-powered? Yeah. Orz have the only ships that can tag you from across the screen while keeping away, but the number of projectiles they can launch is limited and a few ships are fast enough to catch them. Mrrnmrhm are mobile and long ranged, but their flaw keeps them from being a cheap ship. If you want to program in missiles on the Slylandro, you're gonna have to slap a weakness on them too.


Title: Re: Slylandro Probe Combat Mode
Post by: harth1026 on April 30, 2005, 01:07:00 am
I'm just simply curious on how tough these probes could have been had the Slylandro programmed them properly.  The idea of the probe with its speed being capable of launching missiles sounds like it would be able to put up a much better fight.  Or at least we'd have an alternative to the Spathi.

Anyway, just for play balancing purposes, you can say that its main missile weapon takes up all of its energy per missile while its secondary breaks up asteroids so it can create a new missile.  Something like that would keep it from being cheezy.


Title: Re: Slylandro Probe Combat Mode
Post by: Art on April 30, 2005, 01:22:07 am
You can find reprogrammed Probes (2481-B Mk. II) in the Timewarp game -- they've been given BUTT-like missiles. I recall them being rather nasty.


Title: Re: Slylandro Probe Combat Mode
Post by: Arne on April 30, 2005, 01:33:20 am
I'm thinking the missile has to be atleast as powerful as the bolts. Those are not even a weapon.

Edited: away all my ideas cuz they were whimsical.


Edit mania. I just ran 11 probes against 3+3 Ur-Quan, and there were 4 probes left.

Maybe the probes should fire a slow long range missile that does like 3 damage and has a status effect of some sort? The explosion could create a field that sets the velocity to 0. Seems like a probe thing to do. Then the probe could get in close combat, if it manages to energize in time that is.


Title: Re: Slylandro Probe Combat Mode
Post by: Death 999 on April 30, 2005, 02:14:20 am
Remember, the missiles were described as defensive. It might end up looking a lot more like the Exquivans than anything else.


Title: Re: Slylandro Probe Combat Mode
Post by: Arne on April 30, 2005, 02:23:18 am
Yeah, maybe just a little damage (1-2), uses all the battery, decent range and stopping the enemy's movement? They'll have to accelerate up again.

Seems like a good way to get away from something.


Title: Re: Slylandro Probe Combat Mode
Post by: Krulle on May 02, 2005, 02:06:50 pm
Why not let the Missile break up the Enemy.
The Probe starts the battle with 4 Missiles, when they are used up, it needs to get materials to regenerate them (using 10 asteroids/missile, or the chunky bit lost by the hitten enemy). The lost bist could be some larger grey sparks (something like the syreen green dots, another color, another size, different movement). One piece of the enemy salvaged materials recreates 2 missiles (to make up for misses).

Such way, the missiles can be strong and fast, but they are very limited, plus the probe needs to fetch the lost armaments of the enemy, thus getting in range of even short-range weapons.

Soudns like damn dangerous flaws for any pilot.


Title: Re: Slylandro Probe Combat Mode
Post by: Culture20 on May 03, 2005, 06:24:04 am
The only chink in the Probe's armor is that its weapon is very short ranged.  Making its missiles require recharges only slows the eventual death of the enemy.  If I were to design the probe's weapon, I'd make it a short ranged salvo of four 1 damage missiles for 1 battery, with an enormous spread ( PI/2 away from each other).  They would track weapons-fire instead of ships, so they'd be defensive, but a wiley Probe captain could use the weapons-tracking to their advantage, landing a few missiles on the enemy, or they could get close again, and use their lightening or missiles.  The lightening would be shifted to special, and would coexist with the charge-up on the same button (since proximity to an asteroid is what really determines charge-up).


Title: Re: Slylandro Probe Combat Mode
Post by: Art on May 05, 2005, 06:19:00 am
Quote
Remember, the missiles were described as defensive. It might end up looking a lot more like the Exquivans than anything else.


What, like a little wall that hovers in front of the Probe and damages things that touch it?

That was not only silly-looking, it would also be unnecessarily hard to implement in real life (even if it makes an interesting game concept). A BUTT missile is plenty "defensive" -- it goes a short distance and does minor damage, encouraging whatever's attacking you to back off, without having the capability to fly out really long distances and do heavy damage to an enemy like an Earthling nuke.


Title: Re: Slylandro Probe Combat Mode
Post by: Death 999 on May 06, 2005, 03:01:39 am
Not "mv Exquivan Slylandro", similar.

Maybe more like the precursor ship's point defense bullet system in SC3 (man, what's with all these SC3 references?), except it's not ridiculously overpowered.


Title: Re: Slylandro Probe Combat Mode
Post by: michael on May 06, 2005, 03:33:41 am
does anyone else think that we are using a game we don't feel has sway in the sc2 world decide what something from sc2 does?


Title: Re: Slylandro Probe Combat Mode
Post by: Death 999 on May 06, 2005, 09:03:45 pm
What? I was using only the description of it as defensive rockets. SC3 happens to have 2 examples of defensive rockets.