The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Death 999 on April 22, 2009, 05:00:29 am



Title: Idea for mod
Post by: Death 999 on April 22, 2009, 05:00:29 am
It occurred to me that there a simple mod could allow the player to strike a Kohr-Ah shipyard, thus buying more time for the war.

We'd need to pick a system, modify it to add a starbase and protective fleet, add a 'landing' dialog which destroys the starbase (is that possible?), and hints from relevant allies (ZFP, Utwig) concerning its location.

There could also be an Ur-Quan facility, though it wouldn't be such a good idea to hit it.

What do people think?


Title: Re: Idea for mod
Post by: Shiver on April 22, 2009, 05:40:27 am
That poses a continuity problem. If a relatively weak species like the Thraddash can repel a fully upgraded precursor tug at their homeworld, wouldn't an Ur-Quan space station be unassailable as well? It's a good idea, though. Perhaps it could be a sidequest for the underdeveloped Supox. They offer to run interference around the Kohr-Ah space station's star system for a few days, leaving the station with 6-10 guards. If you beat the guards and smash the station, the Kohr-Ah death march date is pushed back. Something like that.


Title: Re: Idea for mod
Post by: meep-eep on April 22, 2009, 11:02:47 am
Imo, the time the player has should be enough. The sense of urgency adds to the atmosphere of the game.
Technically, it is possible, and should not even be all that complicated. You'd need new samples though, for the new dialog.


Title: Re: Idea for mod
Post by: Death 999 on April 22, 2009, 05:49:32 pm
Obviously it's optional. I was just thinking it should be something that should be doable, and that was the only reward that really made sense.

As for homeworld invincibility... eh. I don't consider that exactly canonical, just a game mechanic. Even when the Thraddash mention it, it was really just so you wouldn't try to get your 25 ships that way.


Title: Re: Idea for mod
Post by: Resh Aleph on April 23, 2009, 12:45:10 am
You'd need new samples though, for the new dialog.

Valaggar could do the new Utwig dialog. :P

As for homeworld invincibility... eh. I don't consider that exactly canonical, just a game mechanic.

I actually find that quite realistic, because a homeworld would probably have hundreds or thousands of ships attacking you all at once, so you wouldn't be able to divide-and-conquer as with a small group of attacking ships. So even if you have a badass Flagship and escort fleet, you'd still be overrun by sheer numbers.

Star Wars Episode II spoiler:
(click to show/hide)


Title: Re: Idea for mod
Post by: Alvarin on April 23, 2009, 02:22:28 am
It does make sence to me , as there is no "homeworld" of either 'Quans in this quadrant , they have arrived as fleets .
Support facilities do make sence , and they CAN be attacked . I'd even say put 5-10 of them for each of the baddies . It will gradually add time to destroy Kohr-Ah's and reduce time if you descide to destroy Kzer-Za's .