The Ur-Quan Masters Discussion Forum

The Ur-Quan Masters Re-Release => General UQM Discussion => Topic started by: Colonel_Shephard on April 22, 2012, 09:59:07 pm



Title: If you were to make a star control 2 remake what improvements would you make?
Post by: Colonel_Shephard on April 22, 2012, 09:59:07 pm
I have played the ur-quan masters for some time now and while at it i always thought that this part or feature could be changed

so

Beyond the obvious visual treatment and without changing the core elements or visual style of star control 2, what improvements would you make?

Here is a list of my ideas

-Firstly, i would add a log system which will keep track of everything, like Coordinates given to you by other species or from rainbow worlds, quests, like go talk to the spathi council and the lot. No more need for pen and paper and memorization.

-More informative starmap. There will be a more detailed info on highlighted systems, like how many planets have been visited, what was the last planet visited and what are the remaining resources on planets already visited(both biological and mineral). When not highlighted a system will have a visual indication on whether we have visited it and how extensive exploration has undergone. No longer i will say "i will come later when i will have upgraded my lander" and have forgotten where the planet was.

-Fully 3D mass effect like exploration of planets with a hovering lander. Of course it will be more detailed. Minerals will take more than just running them over to acquire. Usage of an upgradable mining laser will be implemented. Gathering bio data will be like before....shoot to kill.

-So far exploring planets might reward you with story only items. This should change. At some planets you will be able to find lost tech, weapons and many types of loot to use in your travels.

-Melnorme will no longer be the exclusive sellers of technology. A research and development feature will be implemented with which to acquire new tech for lander and modules.
Melnorme will still sell you fuel, info and unique or rare tech.

-Constructing modules should be a slower and more complex process. Depending on the complexity of the module it should take time to be made as well as require specific materials. After their construction is done they are stored on the starbase if not installed no to the ship.   

-Upgrades can be applied on the starbase to enhance efficiency. Construction can take less time and consume less resources and research could be done faster

-selling bio data to the Melnorme is not the only way to acquire credits anymore. A variety of quests given by NPCs will reward the player with credits 

-Ship upgrades will not be restricted to modules. It will expand to include internal systems too. example a targeting computer and point defense systems will not be extra modules.

-the original front hull of the Vindicator should be more than enough to house 50 crewmen without needing an extra crew module.

-reconstruction of fuel management. either exclude fuel consumption completely in favor for upgrades on the  hyperspace core in order to travel farther or have the ability to harvest gases on gas giants and other gas sources to synthesize fuel, with upgrades for faster hyperspace travel and lower fuel consumption.

-Battles should include more ships with the ability to give general behavioral patterns as a whole or as individual units. they should also take place in open space without any planets around and must include more hazard types like electrical storms, black holes, solar flares and the lot.


that is all. what about your ideas?


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on April 22, 2012, 11:13:41 pm
I'd suggest a few improvements taken from the Starflight series, such as Starflight style planet exploration (planets are more or less realistic in size, and are much more detailed), and perhaps a trading system somewhat like Starflight 2. Starflight 2 also had a feature that logged all alien conversations - this strikes me as a better idea then simply a screen listing coordinates you've been told about. Melee is just fine the way it is, IMHO, although naturally a modern implementation wouldn't have some of the more archaic quirks like the 16-angle limitation.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on April 23, 2012, 03:27:52 am
There's only a few changes I would make if I could:

 - Mix up the original and remix musics for the dialog screens, hyperspace, and battle screen so that certain situations (important ones, e.g. the Ur-Quan spy drone and the Druuge bomb squad) play different tracks. I like the remixes, but I like variety even more.
 - Allow any ship angle and have some acceleration behind turning which varies from ship to ship.
 - Add support for analog control where pointing the stick in a direction causes the ship to turn and thrust in that direction.
 - Prevent the Melnorme from selling you information you've already heard before so that a player that rarely uses the Melnorme information service won't have to waste excessive amounts of credits trying to learn something useful.
 - Keep a log of previous events and conversations so you can always look back for information.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: JudgeYohance on April 24, 2012, 03:54:15 pm
-I would add the Black Spathi Squadron as a force of ships around the "secret" rainbow world with me voicing the commander of the squadron  ;D

Beyond that, I think the original game is just shy of perfect


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Kwayne on April 24, 2012, 09:01:38 pm
- 360 rotation angles
- a lot more special effects
- colorful universe (p6014 has nebulae backgrounds for that purpose)
- HD and wide screen support
- less screen space taken for GUI
- new combat environments (fighting in asteroid belts and nebula storms)
- new types of stellar objects (asteroid belts, ringed planets, non-spherical planetoids, black holes, protostars, binary star systems etc.)
- space monsters


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: player1 on April 25, 2012, 11:34:54 pm
Logging & journal system.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Alvarin on April 26, 2012, 02:05:48 am
Planet minigames, like FPS safari hunting for bios and quest/adventure for ruins exploration.
Different landers for different purposes - mining, exploring or hunting
From SC1 - mini-artifacts to boost abilities on any single ship. (perhaps found during ruins exploration)
"long distance calls" to established allies, without needing to travel to their SOI to communicate.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Stardrake on April 26, 2012, 05:53:11 am
More rotation angles would probably be at the top of my list. It would certainly require rebalancing (since the result would be to make long-ranged unguided attacks more powerful compared to short-range and guided attacks) but I think the payoff in, well, not being forced to turn at 22.5 degree increments and having situations where you can't hit someone when they're practically in your face because they're not on one of your sixteen facings would be worth it.

Others, I'd have to think about. I certainly like the idea of being able to apply upgrades to ships apart from the Vindicator, although I'm not sure about the best mechanism for doing so. Specialised landers seems a bit overspecialised to me, while long-distance calls seems to me to be something more suited to a sequel than a remake - even though the Ur-Quan are too busy fighting each other rather than worrying about anyone else for the moment, I can see allied races being understandably hesitant to risk revealing their positions through extended long-range HyperWave communications except in cases of emergency.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: storyyeller on April 27, 2012, 02:52:47 am
Better autopilot and an information log.

I've actually though about making a mod to add logging for a while, but I'm far too lazy.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: OakTea on April 27, 2012, 06:52:46 am
These are some interesting ideas!
An information log would definitely be helpful...instead of things being marked on the star map, I think I'd rather have a list of coordinates that have been given to the player, so that the starmap still has to be utilized (eg., locating the coordinates on the map).

A better Melnorme information system would certainly be useful...maybe the "scan your ship's databanks" and check flags like "Slylandro Met" and "Portal Spawner Acquired" and don't tell you about 2418-B or anything you already know.

I could honestly see and updated SC2 being released as a downloadable game for the PS3 or 360, which could increase interest in the series.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on April 28, 2012, 11:58:51 pm
-Firstly, i would add a log system which will keep track of everything, like Coordinates given to you by other species or from rainbow worlds, quests, like go talk to the spathi council and the lot. No more need for pen and paper and memorization.
This is, in my opinion, the only really good idea you have here, though some of your other ideas aren't that bad. More information on the starmap might be alright too though; also I'd like to see the pre-war starmap incorporated into the game. It would help you locate the Ilwrath homeworld, for example! :P

-Fully 3D mass effect like exploration of planets with a hovering lander. Of course it will be more detailed. Minerals will take more than just running them over to acquire. Usage of an upgradable mining laser will be implemented.
No. Just no. This might be a good idea for a sequel, but it's a terrible idea for SC2.

-So far exploring planets might reward you with story only items. This should change. At some planets you will be able to find lost tech, weapons and many types of loot to use in your travels.
Provided the new loot doesn't really give much of an advantage, I suppose this would be okay. Or if it's useless except as interest to the starbase scientists, that would be reasonable too. Really, I'd be more interested in additional story bits like the mod by 0xDECODE(?) added (but he also added a number of changes I dislike). Things that are mentioned by people you talk to but which you can't go out and actually visit, such as the Precursor starbase in Alpha Centauri.

-Melnorme will no longer be the exclusive sellers of technology. A research and development feature will be implemented with which to acquire new tech for lander and modules.
Melnorme will still sell you fuel, info and unique or rare tech.
I disagree with this. The Melnorme are presented as being a more advanced species willing to share their knowledge, and shifting the technology out to the starbase doesn't feel like something that's logically possible. They don't have the knowledge to make something like that, nor do they have the time to do the research required to obtain the knowledge.

There are two changes I'd be interested in seeing with the Melnorme, though. One is a different way of purchasing technology, rather than forcing a specific order on you; the simplest would be allowing you to choose whether you get the next lander upgrade or the next module. The other is, as someone else said, prevent the Melnorme from selling you information that you already know.

-Constructing modules should be a slower and more complex process. Depending on the complexity of the module it should take time to be made as well as require specific materials. After their construction is done they are stored on the starbase if not installed no to the ship.
No. Too much realism means less fun.

-selling bio data to the Melnorme is not the only way to acquire credits anymore. A variety of quests given by NPCs will reward the player with credits
How does this even make sense? Credits are a Melnorme currency, and they don't buy just anything. How would random NPCs even have credits to give you? And that's assuming the Melnorme even allow customers to transfer credits to another customer.

-Ship upgrades will not be restricted to modules. It will expand to include internal systems too. example a targeting computer and point defense systems will not be extra modules.
Why not? The targeting module might be quite a sophisticated computer. I don't see much of an issue with it taking a whole module. Maybe the module also contains a generator for an added power boost so that it drains less of the ship's energy. Perhaps it has space for some crew members to watch over it and make sure it's targeting the right target and so forth.

-the original front hull of the Vindicator should be more than enough to house 50 crewmen without needing an extra crew module.
I don't think so. The front is where most of the navigational systems and control panels are. I suppose there might be some logic in expanding its crew capacity to 5 or 10 (assuming I recall correctly that it's currently just 1), but not 50.

-reconstruction of fuel management. either exclude fuel consumption completely in favor for upgrades on the  hyperspace core in order to travel farther or have the ability to harvest gases on gas giants and other gas sources to synthesize fuel, with upgrades for faster hyperspace travel and lower fuel consumption.
This is a pointless change that doesn't really do anything useful that you can't already do. Why fix what isn't broken?

-Battles should include more ships with the ability to give general behavioral patterns as a whole or as individual units. they should also take place in open space without any planets around and must include more hazard types like electrical storms, black holes, solar flares and the lot.
I would certainly like the ability to do space battles that aren't one-on-one, but I think it's too much of a change for SC2. Save something like that for a sequel.

Starflight 2 also had a feature that logged all alien conversations - this strikes me as a better idea then simply a screen listing coordinates you've been told about.
Maybe, but the ability to create your own log entries with whatever content you want would be better still. Also you'd definitely need a way to delete, trim, or search conversation logs, since 90% of their content is filler that doesn't contain useful information.

Different landers for different purposes - mining, exploring or hunting
What would be the point of this?

From SC1 - mini-artifacts to boost abilities on any single ship. (perhaps found during ruins exploration)
This might be nice, yeah.

I also agree with all the people asking for more rotation angles.

It might be nice to have an autopilot lander? It would land, gather up as many minerals and biodata as it can carry, and then take off again. I suppose it would also take off if it lost too many crew.

Speaking of which, if you run over minerals or biodata that's too large to fit in your lander, it'd be nice if the excess that didn't fit was left behind rather than lost.

I'd like a delay after you exit combat during which you can't be sucked in again, allowing you to escape the infinite ships problem as long as you have enough thrusters.

It would be nice if you could see in Hyperspace what kind of ship is chasing you. (The mod I mentioned earlier in this post does that.)

Um, that's all I can think of right now.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on April 29, 2012, 07:53:49 pm
Maybe, but the ability to create your own log entries with whatever content you want would be better still.

Both Starflight games actually did this too (just a simple text box you were meant to use as a 'Captain's Log'). These days that wouldn't be as important though, since with interesting modern technology like 'multitasking operating systems for microcomputers' we can just pop up a text editor window and make a Captain's Log in that.

Also you'd definitely need a way to delete, trim, or search conversation logs, since 90% of their content is filler that doesn't contain useful information.

Completely agreed there.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 02, 2012, 02:46:05 am
There are two changes I'd be interested in seeing with the Melnorme, though. One is a different way of purchasing technology, rather than forcing a specific order on you; the simplest would be allowing you to choose whether you get the next lander upgrade or the next module.

There is something like this in my (unreleased, in testing) mod.  What I did was give each Melnorme a different selection of technologies and information (with a dozen or so new techs added); you need to visit them all to get everything.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on May 02, 2012, 03:16:39 am
Ooh, sounds interesting! What kind of mod is it?


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 02, 2012, 04:13:29 am
fix/tweak the ai.

Have one specific ai to use against one specific ship. I would assume some ai could be reused for more than one ship.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 02, 2012, 06:11:32 am
Ooh, sounds interesting! What kind of mod is it?

It's a source mod on the current Subversion head.  Adding 17 new techs and making each Melnorme different are probably the biggest changes in it. 

Some of the new techs include:
  • Hyperspace Sensors
  • Stealth Drives
  • Ion Shotguns
  • Minelayers
  • Cargo Transporters
  • ...and a couple of secret techs that are obtained by means other than the Melnorme.

There's about 50 little tweaks as well, either to fix annoyances in the original, or to adjust balance a bit.  A few examples:
  • Minerals don't get picked up if it will cause you to lose some of them.
  • Biodata quantity is displayed when it's picked up.
  • Planet impact damage is capped at about 12.
  • When exiting a system on autopilot, automatically exit facing in the correct direction, regardless of your facing when you left the in-system screen.
  • Planetary hazard readouts are color-coded so that dangerous levels are more obvious.
  • Planet temperature displays the equivalent hazard number next to the actual temperature.
  • In the shipyard, sale prices are parenthesized, and unaffordable items are priced in red instead of green.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 02, 2012, 07:16:11 am
VERY INTERESTED IN THE LITTLE TWEAKS!!!!!

Will you document those tweaks as possible to implement them as addons or how to replicate them in the source code. Sounds cool none the less.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: slylandro on May 02, 2012, 10:18:28 am
Those "little tweaks" sound like straightforward, uncontroversial improvements from the original. Perhaps Project 6014 would benefit from these ideas (it's the closest thing I know of to an HD mod/remake).


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 03, 2012, 03:26:29 am
Will you document those tweaks as possible to implement them as addons or how to replicate them in the source code. Sounds cool none the less.

When I release the mod, it'll be under the GPL, of course.  I'll see about trying to repackage some of the tweaks independently, but it might not be for a while; work has me busy right now, and they pay more than UQM does.  :-)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 03, 2012, 03:52:54 am
Whenever you find the time of course, that would be awesome. Looking forward to trying out your mod first hand for sure.


EDIT: Is there an ETA on your mod? I'm looking to play again but was wondering if I should hold off if you were going to release soon?


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 04, 2012, 01:31:39 am
Is there an ETA on your mod? I'm looking to play again but was wondering if I should hold off if you were going to release soon?

Go ahead and play; I still need to make artwork for the new technologies, and then send the whole thing through my playtesters for QA.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on May 12, 2012, 03:20:38 pm
There is something like this in my (unreleased, in testing) mod.  What I did was give each Melnorme a different selection of technologies and information (with a dozen or so new techs added); you need to visit them all to get everything.
Eh, dunno if I like that approach...


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 12, 2012, 11:19:04 pm
What I did was give each Melnorme a different selection of technologies and information (with a dozen or so new techs added); you need to visit them all to get everything.
Eh, dunno if I like that approach...

It's worked out well in testing.  The differences meant that instead every Melnorme being cookie-cutter identical, the players began looking forward to reaching each new Supergiant system, to see what new goodies they might find there.  I also made it so each Melnorme only had the information on the Races and Current Events in their vicinity.  This actually helped some players, because it meant that they were more likely to get information at a time and place where they could act on it.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Draxas on May 16, 2012, 06:06:11 am
It also means you have to scour the whole sector for every single supergiant, even the ones deep in enemy territory, in order to get all the tech. Can't say I'm fond of that idea, tagging rainbow worlds is enough of a fetch quest, and not one that I ever completed (or even felt the need to complete, since you can easily get enough credits) 100%.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on May 16, 2012, 12:50:16 pm
The only one is alpha Eridani, which is not exactly deep in the territory of either. I think the idea has merit.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 16, 2012, 05:34:02 pm
...I think the idea has merit.
Agreed


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on May 16, 2012, 11:06:20 pm
The only one is alpha Eridani, which is not exactly deep in the territory of either. I think the idea has merit.

Well, there's Alpha Vulpeculae (not reasonable to expect a new player to always ally with the Orz), Alpha Apodis (
(click to show/hide)
) which are in the territory of potential enemies (although not necessarily scary in the case of the Thraddash), and several others which are very far flung (I sure hope nothing good is stuck off in Alpha Aquilae, for instance). It would be good to have some sort of option (preprocessor #define maybe?) to disable potentially controversial features somehow.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Draxas on May 17, 2012, 04:36:51 am
And damnit, Groombridge was supposed to be so out of the way it would hide an easter egg that few players would find on their own. This idea practically requires you to go there. Like I said, just tagging the rainbow worlds is fetch-questy enough.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on May 17, 2012, 12:01:04 pm
And damnit, Groombridge was supposed to be so out of the way it would hide an easter egg that few players would find on their own.

Really? It's an easter egg? The Slylandro make a mention of it, and it doesn't have anything special.

(click to show/hide)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 17, 2012, 04:13:02 pm
Well, there's Alpha Vulpeculae (not reasonable to expect a new player to always ally with the Orz), Alpha Apodis (
(click to show/hide)
) which are in the territory of potential enemies (although not necessarily scary in the case of the Thraddash), and several others which are very far flung (I sure hope nothing good is stuck off in Alpha Aquilae, for instance). It would be good to have some sort of option (preprocessor #define maybe?) to disable potentially controversial features somehow.

It's worth noting that this is my personal mod, not the base game.  If you prefer the way the base game does it, then by all means, play the base game.  :-)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 17, 2012, 04:16:36 pm
And damnit, Groombridge was supposed to be so out of the way it would hide an easter egg that few players would find on their own. This idea practically requires you to go there. Like I said, just tagging the rainbow worlds is fetch-questy enough.

Groombridge is not a Supergiant.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on May 17, 2012, 06:39:15 pm
Well, there's Alpha Vulpeculae (not reasonable to expect a new player to always ally with the Orz)

Orz space is not extensive enough to really get one stuck. Even in the middle the spawn rate is modest.

Alpha Apodis

AI Thraddash vs human player are weak. You have to go near there anyway. I don't see the problem.

(I sure hope nothing good is stuck off in Alpha Aquilae, for instance).
Why not? It's not far from a plot-required location.

I think one thing that would help wth these objections is if when a caster is used or you run out of fuel, the nearest Melnorme responds. That way you don't need to go all THAT close.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on May 18, 2012, 03:52:16 pm
I think one thing that would help wth these objections is if when a caster is used or you run out of fuel, the nearest Melnorme responds. That way you don't need to go all THAT close.

A good idea, but I already implemented something else in that situation.  :-)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 20, 2012, 07:43:33 pm
In reply to topic:

Taken from other mods:

- Ur-Quan fighters will attack/destroy incoming projectiles and
  asteroids

- No longer possible to encounter random Ur-Quan ships in the
  Zoq-Fot-Pik home system, like their dialogs say

- Show the name and value of biologicals  when picked up

- If the player ventures out into Hyperspace without rescuing the
  starbase first, the Probes he encounters are much tougher

- Add a "dead" slave-shielded world and starbase - various places - consistent with story

- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence

- Can discover a defunct Precursor starbase - consistent with story

- Fixed up dialogue so that the Syreen / Mycon / Sun Device plotline
  is discoverable in-game

- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them

- Destroyed Zoq-Fot-Pik colony worlds

- Starbases around all homeworlds

- Add a Syreen sphere-of-influence after rescuing their ships

- Add a Chmmr sphere-of-influence after finishing "The Process"

- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area

- Play the "lander full" sound instead of the normal pickup sound
  when picking up bios/minerals that fill the lander's hold to max.
  capacity - Don't waste minerals if there too large to completely fit in lander bay

- Probes in planetary exploration

- Orz deploys marines against Earthling.

- Ur-Quan does not launch fighters against cloaked Ilwrath.

- Utwig and Yehat use their shields to defend against the Androsynth blazer.

MY IDEAS:

- Single Chenjesu ship located in old chenjesu space to add to your fleet, however make it only fight on cyborg to keep it consistent with story of native captains pilots. Add some text to state the fact that it's automated or something.

- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.

- Admiral ZEXs personal ship on planet after stoy to add to your fleet. Have it modified to be better than other vux ships ie faster, turn rate?

- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle

- abandon Ilwrath ship or ships on moon - destroy or scavenge for money boost.

- evidence of spathi redeployment in sol system consistent with story

- black spathi squadron

- better AI


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on May 20, 2012, 09:21:25 pm
There's a mod with better A.I.?


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 20, 2012, 09:33:19 pm
oops let move that...


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: chenjesuwizard on May 20, 2012, 10:37:35 pm
- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them
I'd never play a mod with this. I'd miss Fwiffo too much!

MY IDEAS:

- Single Chenjesu ship located in old chenjesu space to add to your fleet, however make it only fight on cyborg to keep it consistent with story of native captains pilots. Add some pick text to state the fact that it's automated or something.
I think making a ship that had to be played by the cyborg would be frustrating for the player. I do like the idea of a Chenjesu in your fleet, but it'd be easy to explain that away. One that got stuck outside or something.
- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.
No. The Androsynth disappearance was so mysterious, leaving some in would just ruin the effect I think.

- Admiral ZEXs personal ship on planet after stoy to add to your fleet. Have it modified to be better than other vux ships ie faster, turn rate?
Doesn't make any sense for two reasons:
1) How would it be piloted? There are no Vux who are willing to help you.
(click to show/hide)
and no other Vux would help you.
2) Zex never had any interest in Spaceship design, why would the ship be better.
- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle
The Melnorme have no way of fixing them and the code just destroys them. This makes no sense.

Everything else was cool.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 20, 2012, 10:47:26 pm
I was just thinking Androsynth technology not the race itself. If the destroyed cities remain and within one of those cities a working computer. One would also venture that their ships or other tech would remain in working condition too.

about Admiral ZEX I guess your right on both accounts. He did say his ship is equipped with a warp nullifier. I would stretch that assumption he had other precursor mods as well.

I think the probe idea could be tweaked some, sure.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Stardrake on May 21, 2012, 01:22:35 am
The warp nullifier was a lie, intended to discourage Zelnicki from attacking. Still, if ZEX did get his hands on any genuine precursor artifacts, he probably would put them on his own ship - but the best Zelnicki would be able to do is extract them for his own use without a VUX captain.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on May 26, 2012, 09:53:22 pm
I recognize the source of your ideas, but disagree with a lot of them.

- No longer possible to encounter random Ur-Quan ships in the
  Zoq-Fot-Pik home system, like their dialogs say

- Show the name and value of biologicals  when picked up
These ones I like.

- If the player ventures out into Hyperspace without rescuing the
  starbase first, the Probes he encounters are much tougher
I don't like this idea; there's no logical reason why they'd be tougher. Granted, there's no logical reason why there'd be so many more of them, either.

- Add a "dead" slave-shielded world and starbase - various places - consistent with story

- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence

- Can discover a defunct Precursor starbase - consistent with story

- Destroyed Zoq-Fot-Pik colony worlds

- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area
In general I don't think it's a good idea to randomly add content like this. If it's notable and consistent with the story, like with the Precursor starbase, then maybe. Otherwise I think it's a bit pointless.

- Starbases around all homeworlds
Why? It's clear that the Ur-Quan only put starbases around slave-shielded worlds; why would you change that?

- Add a Syreen sphere-of-influence after rescuing their ships

- Add a Chmmr sphere-of-influence after finishing "The Process"
Agreed!

- Probes in planetary exploration
I thought this was already the case...

- Ur-Quan fighters will attack/destroy incoming projectiles and
  asteroids

- Orz deploys marines against Earthling.

- Ur-Quan does not launch fighters against cloaked Ilwrath.

- Utwig and Yehat use their shields to defend against the Androsynth blazer.
This is all ship AI stuff, so I'm not sure what to think of it.

- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them
Please no. This doesn't even make sense. Plus, I like having my Spathi stay around throughout the whole game.

- Single Chenjesu ship located in old chenjesu space to add to your fleet, however make it only fight on cyborg to keep it consistent with story of native captains pilots. Add some text to state the fact that it's automated or something.
This is an interesting idea, but there's a small flaw. The Chenjesu can penetrate their slave shield. If a ship was stuck outside, why wouldn't it end up getting to Procyon and joining them later?

- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.
This is probably a bit much.

No. The Androsynth disappearance was so mysterious, leaving some in would just ruin the effect I think.
If it's just the ships I don't think it'd ruin the effect, but I still don't think that was a good idea.

- Admiral ZEXs personal ship on planet after stoy to add to your fleet. Have it modified to be better than other vux ships ie faster, turn rate?
Doesn't really make sense, as chenjesuwizard explained.

- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle
Eh. I guess it would be nice to be able to have probes in your fleet... however, could you get enough credits? (We already know the cost of the Probes from the Slylandro.)

- abandon Ilwrath ship or ships on moon - destroy or scavenge for money boost.
Why would there be any? Surely the Ilwrath would've taken them all with them when they departed? On a related note though, I'd like to be able to find a cloaking module for the flagship somewhere...

- evidence of spathi redeployment in sol system consistent with story
Eh, maybe.

- black spathi squadron
No. It doesn't exist.

The warp nullifier was a lie, intended to discourage Zelnicki from attacking. Still, if ZEX did get his hands on any genuine precursor artifacts, he probably would put them on his own ship - but the best Zelnicki would be able to do is extract them for his own use without a VUX captain.
Are we quite sure it was a lie? Still, even if it wasn't it could just be a Precursor artifact, as you said.


I think it would be nice to be able to "drop off" escort ships at the starbase even if you don't have an alliance with that race. So for example, you could get a Druuge Mauler and drop it off at the starbase, then come back and pick it up again later.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Draxas on May 26, 2012, 11:29:02 pm
Are we quite sure it was a lie? Still, even if it wasn't it could just be a Precursor artifact, as you said.

Yes. It's in his dialog if you fight him, escape, and then come back and talk to him again. ;)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: storyyeller on May 31, 2012, 07:44:39 am
Maybe there could be some special piece of information that lets you buy Probes from the Melnorme at a steep discount (i.e. with an achievable number of credits)?


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Alvarin on May 31, 2012, 11:11:35 am
Are we quite sure it was a lie? Still, even if it wasn't it could just be a Precursor artifact, as you said.

Yes. It's in his dialog if you fight him, escape, and then come back and talk to him again. ;)

In the final scene, when Zex prepares to attack the player, he orders Dax to engage the device. I assume he had it, but left it turned off, so that you could bring him the beast.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on May 31, 2012, 04:22:06 pm
- Add a "dead" slave-shielded world and starbase - various places - consistent with story

- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence

- Can discover a defunct Precursor starbase - consistent with story

- Destroyed Zoq-Fot-Pik colony worlds

- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area
In general I don't think it's a good idea to randomly add content like this. If it's notable and consistent with the story, like with the Precursor starbase, then maybe. Otherwise I think it's a bit pointless.

I like the Destroyed ZFP colonies since they're explicitly stated to exist in the game but are not findable. The others...

- Starbases around all homeworlds
Why? It's clear that the Ur-Quan only put starbases around slave-shielded worlds; why would you change that?

Starbases were merely somewhat uncommon during the war, going by Star Control 1.

- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle
Eh. I guess it would be nice to be able to have probes in your fleet... however, could you get enough credits? (We already know the cost of the Probes from the Slylandro.)

Could replace the self-destruct code with a command override.


I think it would be nice to be able to "drop off" escort ships at the starbase even if you don't have an alliance with that race. So for example, you could get a Druuge Mauler and drop it off at the starbase, then come back and pick it up again later.

Yeah... (could you tell?)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on May 31, 2012, 05:56:52 pm
The warp nullifier was a lie, intended to discourage Zelnicki from attacking. Still, if ZEX did get his hands on any genuine precursor artifacts, he probably would put them on his own ship - but the best Zelnicki would be able to do is extract them for his own use without a VUX captain.
Which brings up another idea, random precursor artifacts for fleet ships. Have them scattered/randomized all over the map. Which in turn brings up another point again, randomize the minerals and life forms that don't change story places or events.

Quote
- If the player ventures out into Hyperspace without rescuing the
  starbase first, the Probes he encounters are much tougher
Quote
I don't like this idea; there's no logical reason why they'd be tougher. Granted, there's no logical reason why there'd be so many more of them, either.
Agreed. After thinking about it, maybe the player can't leave sol system until the starbase quest is done.

Quote
- Add a "dead" slave-shielded world and starbase - various places - consistent with story
- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence
- Can discover a defunct Precursor starbase - consistent with story
- Destroyed Zoq-Fot-Pik colony worlds
- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area
Quote
In general I don't think it's a good idea to randomly add content like this. If it's notable and consistent with the story, like with the Precursor starbase, then maybe. Otherwise I think it's a bit pointless.
I don't understand why you would think it's pointless. I was thinking of the immersion factor. More things to find and explore help by adding more flavor and substance to an already great story.

Quote
- Starbases around all homeworlds
Quote
Why? It's clear that the Ur-Quan only put starbases around slave-shielded worlds; why would you change that?
To starbase or not to starbase, that is the question.

Quote
- Probes in planetary exploration
Quote
I thought this was already the case...
It is...so...disregard. I found that out when I was playing again.

Quote
- Ur-Quan fighters will attack/destroy incoming projectiles and
  asteroids
- Orz deploys marines against Earthling.
- Ur-Quan does not launch fighters against cloaked Ilwrath.
- Utwig and Yehat use their shields to defend against the Androsynth blazer.
Quote
This is all ship AI stuff, so I'm not sure what to think of it.
I'm truly in favor of a game wide AI overhaul, I just noted some favorable AI improvements.

Quote
- Single Chenjesu ship located in old chenjesu space to add to your fleet, however make it only fight on cyborg to keep it consistent with story of native captains pilots. Add some text to state the fact that it's automated or something.
Quote
This is an interesting idea, but there's a small flaw. The Chenjesu can penetrate their slave shield. If a ship was stuck outside, why wouldn't it end up getting to Procyon and joining them later?
I was thinking the ship would be derelict, but playable on cyborg to get around the native ship captain rule. But then why would your crew be on the ship? This would need some plausible fleshing out.

Quote
- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them
Quote
Please no. This doesn't even make sense. Plus, I like having my Spathi stay around throughout the whole game.
I'm sure the spathi would tell other spathi just what they were up to? Maybe fwiffo sticks around and all others vacate. Gotta love fwiffo, he's so brave and loyal.

Quote
- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.
Quote
This is probably a bit much.
Maybe. I just like the idea of having the possibility to use that specific ship in the story.

Quote
- abandon Ilwrath ship or ships on moon - destroy or scavenge for money boost.
Quote
...On a related note though, I'd like to be able to find a cloaking module for the flagship somewhere...
Cloaking module, Ok I'm down for that.

Quote
- black spathi squadron
Quote
No. It doesn't exist.
But it could... ;D



Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Stardrake on June 01, 2012, 05:50:54 am
Leaving Druuge ships at your starbase should probably be a bad idea, especially if you've already done a slave trade - even if just the captains are Druuge, giving them the chance to interact with your general crew base is probably going to cause some ramifications. (Even if they're not talking about their slavery-based capitalist society and they're not treating their own crew as slaves, the... less morally ambiguous of your allies probably won't be too happy with the idea of Zelnicki working with an alien race who's perfectly happy to toss crew members into the reactor).

You could also have issues with having Arilou and Orz at your starbase (or even in your fleet at all) simultaneously, and the same with Yehat and Pkunk, although this could potentially be limited just to Hayes making comments about it. There may be some less obvious rivalries as well (how are some of your other more militant allies going to react to Thraddash, for example? Leave enough Thraddash and Yehat at your starbase for long enough, and you might come back to find half of the Thraddash ships destroyed and the other half speaking with Scottish Yehat accents... or trying to speak Orz.  :o )

Regarding the Spathi - I expect the Safe Ones wouldn't have given their captains advance warning to avoid spilling the beans, and because any Eluders that are actually in your fleet are viewed as expendable (even if Zelnicki wouldn't respond to the Spathi ships trying to leave by blowing them out of space, their captains might assume he would and be too scared to make the attempt). This goes doubly when you keep in mind that only the captains are likely to be Spathi and the rest are probably humans or Shofixti that will likely respond to attempted desertion by mutiny. It might be that one of the consequences of leaving Spathi ships at the starbase without sufficient guards is that they leave their crew at the starbase and hightail it out of there, though.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on June 01, 2012, 07:08:14 am
I think that having the ability to store an inventory of the ships you can acquire but not build would be nice.  That way, you could stash the Pkunk, Yehat, Arilou, and Umgah ships you receive, and pull them out at need.  Currently, you've got to trash them if you don't want to keep them with you.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: chenjesuwizard on June 01, 2012, 08:54:26 pm
Quote
- Single Chenjesu ship located in old chenjesu space to add to your fleet, however make it only fight on cyborg to keep it consistent with story of native captains pilots. Add some text to state the fact that it's automated or something.
Quote
This is an interesting idea, but there's a small flaw. The Chenjesu can penetrate their slave shield. If a ship was stuck outside, why wouldn't it end up getting to Procyon and joining them later?
I was thinking the ship would be derelict, but playable on cyborg to get around the native ship captain rule. But then why would your crew be on the ship? This would need some plausible fleshing out.

Again, I think the cyborg thing would annoy the player, as it is forcing them not to play.
But you could have something about that technology not being available on every ship. It was probably only for those at the starbase, I can't imagine the need to put it on every ship out there.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: storyyeller on June 03, 2012, 09:13:10 am
Maybe you could claim that the stored ships are in suspended animation to explain away potential issues with the captains.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Admiral Zeratul on June 03, 2012, 08:50:36 pm
Maybe you could claim that the stored ships are in suspended animation to explain away potential issues with the captains.

That's a bit of a cop-out.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on June 03, 2012, 11:39:26 pm
Hm, these are Chenjesu we're talking about here. They seem like the kind of alien that lives for extremely long periods of time naturally (in fact, I seem to recall reading something implying that in one of the manuals. Might have been a fanfic though).


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on June 04, 2012, 12:28:58 pm
It's still really contrived. The Chenjesu wanted to all be under the shield so they could transform together.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: storyyeller on June 05, 2012, 06:03:55 am
I was referring to explaining potential issues with the Arilou and Orz being together at the starbase. For that matter, you could theoretically have Syreened!VUX crew there as well. Though maybe they'd be tolerated if they agree not to ask silly questions.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Stardrake on June 13, 2012, 01:46:14 am
Would either agree to suspended animation? Would it even work on Orz? "My *fingers* are chilly!"

If you don't want to complicate things, it could just be a dialogue triggered from Hayes that shows that neither is happy about the other being there that doesn't actually have a mechanical consequence. "Captain, the Orz and Arilou ships have placed themselves on opposite sides of the starbase, and we can feel them glaring at one another right through the bulkheads. The Arilou insisted that I pass on their warning that the Orz are not to be trusted and that we should break off alliance with them immediately for our own safety, while the Orz on the station have been stomping around in a huff muttering things about wanting to 'dance' with the 'quick babies' that are 'jumping in front'. Why they'd want them as dance partners when they obviously hate each other, I don't know. Maybe it's one of those love-hate things?"


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Admiral Zeratul on June 13, 2012, 07:11:19 am
If you don't want to complicate things, it could just be a dialogue triggered from Hayes that shows that neither is happy about the other being there that doesn't actually have a mechanical consequence. "Captain, the Orz and Arilou ships have placed themselves on opposite sides of the starbase, and we can feel them glaring at one another right through us. The Arilou insisted that I pass on their warning that the Orz are not to be trusted and that we should break off alliance with them immediately for our own safety, while the Orz on the station have been stomping around in a huff muttering things about wanting to 'dance' with the 'quick babies' that are 'jumping in front'. Why they'd want them as dance partners when they obviously hate each other, I don't know. Maybe it's one of those love-hate things?"

That really sounds like something Hayes would say, actually.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on June 13, 2012, 05:44:14 pm
If you don't want to complicate things, it could just be a dialogue triggered from Hayes that shows that neither is happy about the other being there that doesn't actually have a mechanical consequence. "Captain, the Orz and Arilou ships have placed themselves on opposite sides of the starbase, and we can feel them glaring at one another right through us. The Arilou insisted that I pass on their warning that the Orz are not to be trusted and that we should break off alliance with them immediately for our own safety, while the Orz on the station have been stomping around in a huff muttering things about wanting to 'dance' with the 'quick babies' that are 'jumping in front'. Why they'd want them as dance partners when they obviously hate each other, I don't know. Maybe it's one of those love-hate things?"

That really sounds like something Hayes would say, actually.
Pretty damn close, at least for me.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Stardrake on June 15, 2012, 03:43:27 am
That was pretty much the effect I was going for, yes.  ;D


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: storyyeller on June 17, 2012, 12:20:20 am
That sounds great.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Serosis on June 17, 2012, 09:57:40 am
Mass Effect-ish Dialogue, you still never see your captain but the aliens will never look better
Mass Effect 1 Planet Landing, sure it may have been a bore in that game but with planet lander upgrades and practically every planet to explore from Rainbow Worlds to Ruby Worlds plus actually having to aim at lifeforms.
And in a 3D environment the gravity could well possibly have an effect on your vehicle.
Mass Effect 3 Galaxy Map, Always thought it felt a bit like Star Control anyways. Especially when the Reapers chase after you.

Battles would still be top-down style but with heavily updated graphics.

As you can see, I really like Mass Effect and really it feels like the only game these days that is comparable to what SC2 was.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on June 17, 2012, 04:08:59 pm
I like the Destroyed ZFP colonies since they're explicitly stated to exist in the game but are not findable. The others...
But does the game explicitly state where they are?

Starbases were merely somewhat uncommon during the war, going by Star Control 1.
True, there were a lot of starbases in the first war. Still, those weren't around homeworlds.

I think it would be nice to be able to "drop off" escort ships at the starbase even if you don't have an alliance with that race. So for example, you could get a Druuge Mauler and drop it off at the starbase, then come back and pick it up again later.

Yeah... (could you tell?)
Huh?

Agreed. After thinking about it, maybe the player can't leave sol system until the starbase quest is done.
This removes options from the player... options which (if I recall correctly) the devs actually went out of their way to make viable. Namely, completing the game without visiting the Sol starbase.

In case it's not clear, I think removing options is not a good thing.

I don't understand why you would think it's pointless. I was thinking of the immersion factor. More things to find and explore help by adding more flavor and substance to an already great story.
I guess it's that I'm very cautious of trying to add stuff to someone else's story.

I'm sure the spathi would tell other spathi just what they were up to? Maybe fwiffo sticks around and all others vacate. Gotta love fwiffo, he's so brave and loyal.
They might tell them, unless they're afraid that telling them would result in the Captain finding out. I think the Spathi's chronic fear could easily explain why the ones in your fleet were left out of the slave shield.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on June 18, 2012, 10:43:56 pm
I like the Destroyed ZFP colonies since they're explicitly stated to exist in the game but are not findable. The others...
But does the game explicitly state where they are?

No. We're talking about reasonable additions in a remake. Filling these details in would make sense!

Starbases were merely somewhat uncommon during the war, going by Star Control 1.
True, there were a lot of starbases in the first war. Still, those weren't around homeworlds.

Point is, they shouldn't be that rare.

I think it would be nice to be able to "drop off" escort ships at the starbase even if you don't have an alliance with that race. So for example, you could get a Druuge Mauler and drop it off at the starbase, then come back and pick it up again later.

Yeah... (could you tell?)
Huh?

Peeru fanfic, chapter 13


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on July 06, 2012, 07:24:23 pm
I like the Destroyed ZFP colonies since they're explicitly stated to exist in the game but are not findable. The others...
But does the game explicitly state where they are?

No. We're talking about reasonable additions in a remake. Filling these details in would make sense!
Well yes, that's true.

Starbases were merely somewhat uncommon during the war, going by Star Control 1.
True, there were a lot of starbases in the first war. Still, those weren't around homeworlds.

Point is, they shouldn't be that rare.
Makes sense, but there's also no reason why the battle thrall homeworlds should have them, is there? It seems to me that a bunch of abandoned starbases would be more in keeping with canon.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on July 06, 2012, 10:06:36 pm
If the Ur-Quan require even slave-shielded races to maintain starbases for them, even though they're otherwise entirely cut off from the outside, doesn't it make sense that they'd require battle thralls to maintain them too?


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: danzibr on July 11, 2012, 06:14:57 pm
Hey Elestan... if you still check this, how's the mod coming along?  Just wondering.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on July 12, 2012, 06:07:55 am
I just made adjustments to some of the new technologies based on my first round of playtesting, and am now doing another round.  There's still a lot of work to do on polish, and I'm debating whether I want to try to incorporate the graphics improvements from p6014/UQM-HD.

In any event, it won't be released before 0.8.0 comes out; I'm building it on the current SVN head, and the diff set from 0.7.0 would be impractically large.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on July 12, 2012, 07:59:56 pm
In any event, it won't be released before 0.8.0 comes out

Why? 0.7 is still fairly new, just a year old , and that took 4 and a half years from the time 0.6.2 was released. Unless development has picked up some incredible speed recently, making the commitment to wait for 0.8 is not a good idea right now.

Your choice if you want to go that route, but personally, I'm not interested any more if that's what you're doing, because I doubt it'll ever be released on those terms. Plus, there just isn't any benefit.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on July 13, 2012, 05:01:02 am
In any event, it won't be released before 0.8.0 comes out
Why? 0.7 is still fairly new, just a year old , and that took 4 and a half years from the time 0.6.2 was released. Unless development has picked up some incredible speed recently, making the commitment to wait for 0.8 is not a good idea right now.

Your choice if you want to go that route, but personally, I'm not interested any more if that's what you're doing, because I doubt it'll ever be released on those terms. Plus, there just isn't any benefit.
There is a significant benefit:  The mod is built on the current SVN head, and makes use of many of the unreleased post-0.7.0 changes from the core team.  Releasing against 0.7.0 would require me to backport it, which would be a heck of a lot of throwaway work.

And it's an academic question right now, since the mod isn't ready yet anyway.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on July 13, 2012, 11:08:14 pm
Well, since mods tend to be completely separate binaries, I don't see how it matters... UQM Extended was based on the SVN between 0.6.2 and 0.7.0, and it was released long before 0.7.0 without any real problems (the only problem being that there was a change in structure and files between 0.6 and 0.7 that was incomplete in UQM Extended, which makes it a little weird).


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on July 14, 2012, 12:07:52 am
Why not release your mod, when it's done of course, and also release an updated compiled 0.8 exe as well? That way we all win.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Elestan on July 14, 2012, 02:51:39 am
Why not release your mod, when it's done of course, and also release an updated compiled 0.8 exe as well? That way we all win.

I do most of my work on Linux, so my original intent was to release it as a source patch, not as a binary. 

While I'm gratified to hear that people are enthusiastic for it to come out, I think it's probably too early for this discussion to be useful.  Once it's close to ready, I'll make a decision on the exact form and timing of the release.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Defender on July 14, 2012, 03:31:02 am
Fair enough... looking forward to it.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Ceres on January 22, 2013, 04:20:39 pm
I guess it's okay to add to this topic? It's not that old.

I like the idea of having starbases around homeworlds, it's a nice visual indicator for the homeworld location if nothing else.

I'm hesitant about the idea of random precursor artifacts to improve your ship. I thought the implementation in Star Control 3, where planets randomly have one precursor artifact (and nothing else) to improve one ship (and nothing else), was so incredibly cheesy. If such an enhancement improves the ur-quan dreadnaught, why can't it improve other ships? If a planet has a cache of precursor artifacts, why is there only one item of value? Possibly it's okay to find upgrades for your flagship, which is of precursor origin, instead of acquiring these from the melnorme, but it's still below the standards of the game to have all these very useful items conspicuously lying around for you to use.

This goes into mod territory, but I think it would be nice if - given that the orz invasion is recent and the existence of androsynth ruins - there would be androsynth ships for you to find on one of the planets, possibly requiring repairs and a hefty RU cost (though this is a lot like a fairly boring sidequest, which is something I dislike about a lot of rpgs). I always felt it was odd that a quick investigation of their homeworlds reveals what exactly their scientists had been working on; I guess their defection being recent, they could not have had the time to create a vast number of cities and the like, so maybe it makes sense that the location of their science labs are discovered in a timely fashion, but still: should there not be more useful information to be found? At least some technological inventions, useful creations, valuable mineral stores etc. unless the orz took everything of course. I'm mentioning this since it would be a nice set-up to a possible sequel if the humans appropriate the androsynth research and in turn find themselves fighting against the orz creature. In any case, just finding a single androsynth ship would be cool enough.

In the spirit of adventuring, I would like more stuff to explore. I would also like random generation of much of the quadrant, excluding ones relevant to the plot and such.

I'm not really happy about the game's pacing though.I think too often the game encourages you to spend a lot of time mining for all the useful add-ons, then mining becomes irrelevant. You discover only a few rainbow worlds and receive the umgah biological reserve and then bio date and fuel become meaningless. You'll probably eventually deck out your flagship and then combat becomes trivialized. Too many of these core parts of the game are badly paced and eventually disappear from focus, leaving only plot developments, but I think those can become a chore if there is nothing else to do. I think a lot of people underestimate the effect that breadth, pacing and quality control can have on your play experience. It's not just the depth of the plot, it's the delivery of the plot within the context of the gameplay that is most important too. Star Control delivers on this aspect for the most part, because of the vastness of the universe and the ability to set the pacing yourself, go exploring, set yourself goals etc. it works better than many modern games, but it could still be improved.
For instance, what about making the speed and turning rate upgrades progressively more expensive, so that as your lander becomes more powerful, you can afford better modules? And you could have limited module space with more expensive fuel tanks with double the capacity, so that you'd be encouraged to first solve problems nearer to earth etc.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: dnk777 on May 24, 2013, 02:28:30 am
- 360 rotation !!! this is the most important

- more than 2 ships in the same fight

- gradual zooming while flying in star systems

- more interesting or challenging mineral mining


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on May 24, 2013, 03:12:11 am
- 360 rotation !!! this is the most important

SC2 does have 360 degree rotation. What it doesn't have is rotation in increments of less than 22.5 degrees.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on May 28, 2013, 06:42:51 pm
I would like to be able to choose what race I sic the Illrath onto.  At the point in the game when I send the Illrath away, something that must be done in order to get to the Chmmr, the Thraddash are Earth Allies.  They send thier captains and we can build thier ships in our shipyards.  True, they are not OUR friends specifically, because Captian "little thief" stole thier Aqua Helix.  But why kill off an ally when we can tell the Illrath to take out the Vux or the Druuge, or maybe finish off the Mycon?  Thrad Culture 20 are Earth Allies, lets not kill them off.  Besides, they are my favorite ship to fight with, and once the Illrath get to Thraddash space, we cannot build any more of them.

And why doesn't the Commander at the Starbase tell us the Thraddash or the Syreen are now our allies?

I too would like to be able to fight an entire battle group of enemy at once IF I CHOOSE!  The largest battle group one encounters is 5 ships during a random encounter in space.  Yes, I know that some specific places have more ships.  But, depending upon the enemy, I would like the choice to fight them one at a time or all at once, especially if there are only 2 or 3 ships in the battle group. 
Yes, I know that would require an upgrade to the "auto tracking module" controlling our ships fire.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on May 29, 2013, 05:09:45 pm
- 360 rotation !!! this is the most important

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

- more than 2 ships in the same fight

They tried that. It wasn't as fun. Having messed around with Timewarp a bit, I can kind of corroborate. These ships aren't really made for team battles.

- gradual zooming while flying in star systems

More important for me would be making the planets more distinct from the stars. Small planets can be very hard to find. But yes, not having the entire near-planet field collapse into a single point on the solar system map would be nice.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: onpon4 on May 29, 2013, 05:39:00 pm
- 360 rotation !!! this is the most important

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

Another thing is that you would need to add inertia for the same balance to be maintained; otherwise the slow-turning ships would suddenly become more maneuverable, while the fastest-turning ships would be unaffected.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on May 29, 2013, 11:35:07 pm
And what's all the whining about mining?  I have no problem with current mining techniques.  I would NOT want to be forced to stop without being able to fill my hold just because the last spot of mineral on the planet is bigger than I have room for.  Sometimes I just want to pick a quick 50 or 100 (depending on hold size) of whatever mineral is there and not care if I waste half a big spot to fill my hold.  Sometimes you need to get in and out quick because your landers are not up to staying on the planet long.

Now, that being said, I don't do that with PURPLE!  Because purple minerals are worth sooo much more than any other, I make sure I don't waste any of it.   But for the rest, I like the way we mine.  And with auto mining, how would you collect the life forms when they are present?  Again, with life forms I am sometimes selective, depending on planet conditions and the life itself.  Some are not really worth chasing after.  I guess I'm a hands on type of person, I don't like letting some idiot computer do things for me that I can't control.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on May 30, 2013, 04:26:23 am
I think what most people dislike about planetside is that it's fairly boring, repetitive, and in general non-interesting. IMHO the Starflight games had the right idea about this - planets are all big places, as you'd expect them to be in reality. You get a genuine sense that you are exploring an alien world as opposed to a small, colorful rectangular slab. (Of course, the implementation is less than ideal, which has more to do with the massive technical constraints that game was under back in the mid-80s than anything else.)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: pelya on May 31, 2013, 02:10:17 am
- 360 rotation !!! this is the most important

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

When I've played Timewarp, which has 64 different angles, I could not play with Druuge. With SC2 12 angles, I just know the line which the projectile would fly, and can place precise long-distance shots while flying at high speed. When there are more angles, you need to constantly look at your Druuge ship, not at target, because there are no more 12 straight lines.
That being said, smooth rotation would definitely break game balance.

- more than 2 ships in the same fight

They tried that. It wasn't as fun. Having messed around with Timewarp a bit, I can kind of corroborate. These ships aren't really made for team battles.

The idea was great though, if starting the game would be as simple as in Quake 3 for example, I'm sure multiple-player battles would gain popularity (but in reality, it just crashed). I would love something like "3-player fleet takes on Sa-Matra" game mode.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Death 999 on May 31, 2013, 06:01:36 pm
When I've played Timewarp, which has 64 different angles, I could not play with Druuge. With SC2 12 angles, I just know the line which the projectile would fly, and can place precise long-distance shots while flying at high speed.

There are definitely strategies where it wouldn't help, but you mainly bring those about to compensate for the lack of free turning. A Druuge with continuous rotation would be quite happy to sit nearly still and snipe.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: GBAura on June 02, 2013, 09:06:48 pm
Races: Depending on the dialogue that is being spoken, the races will emote in all sorts of different ways. Meaning there will be extra animations so the aliens can express themselves both humorously and dramatically, as well as having better lip-sync if you have the voices on. This can be used to clear some minor issues (the Shofixti Scout sensors malfunctioning, the Umgah horn, the Dnyarri's mental compulsion) and make the story even more engaging.

Map: If you entered a solar system and scanned a planet, the map will keep track of how many planets are there, what the planet types are (as well as their stats) and if there are minerals, life-forms or energy signatures left. This is also useful if you want to go back to mine smoothly if the planets have an overwhelming atmosphere. It can also track where the homeworlds are (if a race gave you the coordinates or you found it) and what did you did recently.

Animations: In the PC version, the lifeforms and the energy signatures move faster than the 3DO/UQM, although the droids don't explode if you hit them in all the versions (this is fixed in the Extended Edition). Speaking of EE...

Import the EE features into the game: Might as well, since it's really useful and convincing for new players. Although at the moment, the HD version has some improvements of its own and it's also good for newcomers of UQM.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on June 17, 2013, 05:07:18 am
I think there should be a way to get a Slylandro Probe off your butt.  Once you have purchased all your engines, your precursor ship is faster than the probe but it always catches you when you enter and leave a solar system.  When flying through alien territory (enemy or friend) other alien ships appear.  Sometimes an alien ships dot merges completely with the dot representing the probe.  I think these two battle groups should pull each other out of hyperspace, since they are not ships of the same species. 

I like being able to outrun the probes, but the darn things are relentless!!!  they will chase you clear across the quadrant, from one end of known space to the other!  I think they should latch onto some other ship if they encounter another race, or there should be some reasonable distance when they will fall off your tail if you get far enough away from them.  Every other race stops chasing you when you exit their territory, there should be some way to shake a probe, too!


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on June 17, 2013, 05:25:15 am
I think what most people dislike about planetside is that it's fairly boring, repetitive, and in general non-interesting. IMHO the Starflight games had the right idea about this - planets are all big places, as you'd expect them to be in reality. You get a genuine sense that you are exploring an alien world as opposed to a small, colorful rectangular slab. (Of course, the implementation is less than ideal, which has more to do with the massive technical constraints that game was under back in the mid-80s than anything else.)

True, but for most of the game mining is a necessary evil.  If they automate the mining I hope they at least let us choose which color(s) of mineral the lander picks up.  Most planets or moons have more than one color of mineral and at least half of whats down there is not worth picking up.  Once I leave our Solar System, I rarely waste my precious cargo space on anything less than Green.

And there should be an option to mine manually, especially if there is life and/or a special object on the surface.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: oldlaptop on June 18, 2013, 12:00:46 am
I think there should be a way to get a Slylandro Probe off your butt.

There is a way, you just haven't found it yet. ;)

True, but for most of the game mining is a necessary evil.

My point is that perhaps landing on planets *shouldn't* be a necessary evil, perhaps exploring alien worlds in search of vital minerals, clues, etc. should be something enjoyable and fun in its own right.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Dabir on June 18, 2013, 03:41:53 pm
Hmm... what if there was more evidence of the Precursors on planets? Occasional smaller energy signatures, distinguishable from the "big" story ones somehow, that indicate smaller Precursor artifacts like the ones Hayes describes, stuff like dataplate caches, that then leads to resources or bio data. Maybe you could sometimes find thrusters compatible with the flagship lying around? So you drop down onto the planet and boom, a valuable speed upgrade without having to had to return to the Starbase. And if you were already at max speed, it gets converted into 500 worth of metals, say, or some combination of metals and radioactives that added up to 500.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: danzibr on June 21, 2013, 05:40:41 pm
My point is that perhaps landing on planets *shouldn't* be a necessary evil, perhaps exploring alien worlds in search of vital minerals, clues, etc. should be something enjoyable and fun in its own right.
Agreed.  I get a little sad at the point of the game when you basically no longer do any planet landing.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on July 22, 2013, 07:09:02 am
And why doesn't the Commander at the Starbase tell us the Thraddash or the Syreen are now our allies?
This is slightly disappointing, yeah. I would assume they were simply forgotten.

And what's all the whining about mining?  I have no problem with current mining techniques.  I would NOT want to be forced to stop without being able to fill my hold just because the last spot of mineral on the planet is bigger than I have room for.  Sometimes I just want to pick a quick 50 or 100 (depending on hold size) of whatever mineral is there and not care if I waste half a big spot to fill my hold.  Sometimes you need to get in and out quick because your landers are not up to staying on the planet long.
My preference for this would be that if a spot of mineral doesn't fit in your hold, you pick up as much as will fit and the spot shrinks accordingly.

Import the EE features into the game: Might as well, since it's really useful and convincing for new players. Although at the moment, the HD version has some improvements of its own and it's also good for newcomers of UQM.
About half of the EE features are things I consider worthwhile. I dislike most of the story-based ones (except maybe the Precursor space station in Alpha Centauri). I do like the ship icons showing in Hyperspace so you know what type of ship is chasing you.

I think there should be a way to get a Slylandro Probe off your butt.  Once you have purchased all your engines, your precursor ship is faster than the probe but it always catches you when you enter and leave a solar system.  When flying through alien territory (enemy or friend) other alien ships appear.  Sometimes an alien ships dot merges completely with the dot representing the probe.  I think these two battle groups should pull each other out of hyperspace, since they are not ships of the same species. 
Actually, this might be nice in a more general sense if two battle groups in Hyperspace come into contact, and they are not obvious allies (generally, the same species), they could be pulled into combat, eliminating one of them from the map (probably determined by Cyborg++). So, Pkunk and Ilwrath, Ur-Quan and Kohr-Ah, Yehat Loyalists and Rebels, Thraddash and Ilwrath, Supox/Utwig and Kohr-Ah, Slylandro and anything. In fact, if something like this was implemented, your summoned Melnorme could be intercepted by a Druuge, Ur-Quan, Slylandro, or Kohr-Ah, possibly requiring you to send a second summons.

Basically: Ships would not behave as if you are the sole threatening force on the map.

Hmm... what if there was more evidence of the Precursors on planets? Occasional smaller energy signatures, distinguishable from the "big" story ones somehow, that indicate smaller Precursor artifacts like the ones Hayes describes, stuff like dataplate caches, that then leads to resources or bio data. Maybe you could sometimes find thrusters compatible with the flagship lying around? So you drop down onto the planet and boom, a valuable speed upgrade without having to had to return to the Starbase. And if you were already at max speed, it gets converted into 500 worth of metals, say, or some combination of metals and radioactives that added up to 500.

Huh, this is an interesting idea, essentially finding modules on planets instead of purchasing from the Starbase or the Melnorme... though, I'd say it should mostly be restricted to the most basic modules, specifically the two types of thrusters and possibly landers. Other ideas might be useless or nearly-useless Precursor artifacts (such as a dataplate cache) that merely provide flavour (or maybe bio data* or even resources), or some of the artifact types from SC1 (upgrades for your escorts).

And a cloaking module for the flagship would be nice, but that's quite a significant addition, so maybe not.

*You do need to be careful about introducing more biodata. The answer to why the Melnorme's bridge turns purple costs 12 million credits, so it's important that the player cannot gather that many credits. I'm not sure how much total biodata is already available in-game, so this might not be a significant problem. However, it's something to remember.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Archivarix on July 23, 2013, 05:18:07 pm
I would add a page of "trophy" achievements. Some of them would be practical, others purely statistical or even comical. Each goal that a player can achieve would be there, displayed as a separate trophy. Naturally, all goals are hidden until achieved once!

Here are a few examples:

1. Discover all rainbow worlds.
2. Enlisted all available races.
3. Destroyed 100 enemy ships.
4. Collected 100000 mineral units.
5. Passed Quasispace 10 times.
6. Used all available ships in Melee.
7. Declined Talana's gratitude.

And so on. I'm sure y'all could add a few more.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on July 24, 2013, 02:11:56 am
7. Declined Talana's gratitude.

Declined Talana's gratitude!?!?!  Why would you want to decline Talana???  Why in heaven's name would anyone decline Talana?!?!?

ACCEPTING Talana's gratitude is my favorite trophy.  Number 7 should read "Getting Laid by Talana!"


That being said, being able to keep track of where you've been and what you've done in the game would be nice.  I once went to get the smart talking pet and forgot that I hadn't gotten the Taalo device.  Ended up in the middle of UrQuan space talking to a pissed off Green!  That was fun!  Thankfully he was no match for my Precursor ship...


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on July 24, 2013, 02:32:55 am
There are several other Starbases in the game.  The Syreen one and at the Chmmmr.  I think we should be able to sell minerals and add upgrades to our ships at ANY active Starbase.

The Chmmr Starbase woud not be "active" until after we lit them up and freed them, of course.

And perhaps put a couple more starbases out there...


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on July 24, 2013, 05:13:59 pm
That being said, being able to keep track of where you've been and what you've done in the game would be nice.  I once went to get the smart talking pet and forgot that I hadn't gotten the Taalo device.  Ended up in the middle of UrQuan space talking to a pissed off Green!  That was fun!  Thankfully he was no match for my Precursor ship...
...since when do you have to fight the Ur-Quan in that situation? I've always told them about the Talking Pet, resulting in them deciding to spare me for once.

There are several other Starbases in the game.  The Syreen one and at the Chmmmr.  I think we should be able to sell minerals and add upgrades to our ships at ANY active Starbase.
Um, I dunno, that doesn't seem sensible. The Earth starbase is already set up to provide for the Precursor ship, but didn't that take a week or something? Purchasing fuel from the Syreen or the Chmmr I could maybe accept. Maybe purchasing Syreen or Chmmr ships for your fleet, or even new landers. Modules, though, seem a bit much.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Archivarix on July 31, 2013, 04:58:11 pm
7. Declined Talana's gratitude.

Declined Talana's gratitude!?!?!  Why would you want to decline Talana???  Why in heaven's name would anyone decline Talana?!?!?

And that's why this achievement will remain secret for a VERY long time. :D


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: DougDesouza on February 15, 2014, 11:03:42 am
-Firstly, i would add a log system which will keep track of everything, like Coordinates given to you by other species or from rainbow worlds, quests, like go talk to the spathi council and the lot. No more need for pen and paper and memorization.
This is, in my opinion, the only really good idea you have here, though some of your other ideas aren't that bad. More information on the starmap might be alright too though; also I'd like to see the pre-war starmap incorporated into the game. It would help you locate the Ilwrath homeworld, for example! :P

-Fully 3D mass effect like exploration of planets with a hovering lander. Of course it will be more detailed. Minerals will take more than just running them over to acquire. Usage of an upgradable mining laser will be implemented.
No. Just no. This might be a good idea for a sequel, but it's a terrible idea for SC2.

-So far exploring planets might reward you with story only items. This should change. At some planets you will be able to find lost tech, weapons and many types of loot to use in your travels.
Provided the new loot doesn't really give much of an advantage, I suppose this would be okay. Or if it's useless except as interest to the starbase scientists, that would be reasonable too. Really, I'd be more interested in additional story bits like the mod by 0xDECODE(?) added (but he also added a number of changes I dislike). Things that are mentioned by people you talk to but which you can't go out and actually visit, such as the Precursor starbase in Alpha Centauri.

-Melnorme will no longer be the exclusive sellers of technology. A research and development feature will be implemented with which to acquire new tech for lander and modules.
Melnorme will still sell you fuel, info and unique or rare tech.
I disagree with this. The Melnorme are presented as being a more advanced species willing to share their knowledge, and shifting the technology out to the starbase doesn't feel like something that's logically possible. They don't have the knowledge to make something like that, nor do they have the time to do the research required to obtain the knowledge.

There are two changes I'd be interested in seeing with the Melnorme, though. One is a different way of purchasing technology, rather than forcing a specific order on you; the simplest would be allowing you to choose whether you get the next lander upgrade or the next module. The other is, as someone else said, prevent the Melnorme from selling you information that you already know.

-Constructing modules should be a slower and more complex process. Depending on the complexity of the module it should take time to be made as well as require specific materials. After their construction is done they are stored on the starbase if not installed no to the ship.
No. Too much realism means less fun.

-selling bio data to the Melnorme is not the only way to acquire credits anymore. A variety of quests given by NPCs will reward the player with credits
How does this even make sense? Credits are a Melnorme currency, and they don't buy just anything. How would random NPCs even have credits to give you? And that's assuming the Melnorme even allow customers to transfer credits to another customer.

-Ship upgrades will not be restricted to modules. It will expand to include internal systems too. example a targeting computer and point defense systems will not be extra modules.
Why not? The targeting module might be quite a sophisticated computer. I don't see much of an issue with it taking a whole module. Maybe the module also contains a generator for an added power boost so that it drains less of the ship's energy. Perhaps it has space for some crew members to watch over it and make sure it's targeting the right target and so forth.

-the original front hull of the Vindicator should be more than enough to house 50 crewmen without needing an extra crew module.
I don't think so. The front is where most of the navigational systems and control panels are. I suppose there might be some logic in expanding its crew capacity to 5 or 10 (assuming I recall correctly that it's currently just 1), but not 50.

-reconstruction of fuel management. either exclude fuel consumption completely in favor for upgrades on the  hyperspace core in order to travel farther or have the ability to harvest gases on gas giants and other gas sources to synthesize fuel, with upgrades for faster hyperspace travel and lower fuel consumption.
This is a pointless change that doesn't really do anything useful that you can't already do. Why fix what isn't broken?

-Battles should include more ships with the ability to give general behavioral patterns as a whole or as individual units. they should also take place in open space without any planets around and must include more hazard types like electrical storms, black holes, solar panels (http://www.shinesolar.net) and the lot.
I would certainly like the ability to do space battles that aren't one-on-one, but I think it's too much of a change for SC2. Save something like that for a sequel.[/u]

Starflight 2 also had a feature that logged all alien conversations - this strikes me as a better idea then simply a screen listing coordinates you've been told about.
Maybe, but the ability to create your own log entries with whatever content you want would be better still. Also you'd definitely need a way to delete, trim, or search conversation logs, since 90% of their content is filler that doesn't contain useful information.

Different landers for different purposes - mining, exploring or hunting
What would be the point of this?

From SC1 - mini-artifacts to boost abilities on any single ship. (perhaps found during ruins exploration)
This might be nice, yeah.

I also agree with all the people asking for more rotation angles.

It might be nice to have an autopilot lander? It would land, gather up as many minerals and biodata as it can carry, and then take off again. I suppose it would also take off if it lost too many crew.

Speaking of which, if you run over minerals or biodata that's too large to fit in your lander, it'd be nice if the excess that didn't fit was left behind rather than lost.

I'd like a delay after you exit combat during which you can't be sucked in again, allowing you to escape the infinite ships problem as long as you have enough thrusters.

It would be nice if you could see in Hyperspace what kind of ship is chasing you. (The mod I mentioned earlier in this post does that.)

Um, that's all I can think of right now.

Exciting opinion.. I just loved the original game and would love to make no changes but still appreciate other suggestions.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Rapajez on April 23, 2014, 10:08:59 pm
It would be cool if the ships in your fleet had more of an effect on conversation or random events. E.g., Fwiffo could jump in and talk when you first visit the Spathi homeworld. At the very least, having certain race's ships in your fleet, could open some new conversation options.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Foxbat1701 on May 24, 2014, 08:58:55 am
Actually once you become friends and/or allies with a species the convrsation does change.  And Fwiffo is the only instance where you could have a ship in your fleet without going to the homeworld and becomming allies with that species.

Even though no one responded to this suggestion the first time, I still think we should have a choice of which Hierarchy ally we should have the Illrath attack.  Why kill off a species that has become our friends?  Finishing off the Mycon would be what I would have the Illrath do rather than kill our Thrad allies.  For that mater, it only takes 2 Illrath ships to kill one Kohr Ah ship.  They would be a significant factor in that war if we could send them there.


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: Jugger on May 31, 2014, 12:34:51 am
Finishing off the Mycon would be what I would have the Illrath do rather than kill our Thrad allies.

Oh no, they are my favourite enemies.  ;D

The Druuge would be better, after...

(click to show/hide)


Title: Re: If you were to make a star control 2 remake what improvements would you make?
Post by: CelticMinstrel on July 14, 2014, 07:26:08 am
Actually once you become friends and/or allies with a species the convrsation does change.  And Fwiffo is the only instance where you could have a ship in your fleet without going to the homeworld and becomming allies with that species.
Fixed! ;)

Even though no one responded to this suggestion the first time, I still think we should have a choice of which Hierarchy ally we should have the Illrath attack.  Why kill off a species that has become our friends?  Finishing off the Mycon would be what I would have the Illrath do rather than kill our Thrad allies.  For that mater, it only takes 2 Illrath ships to kill one Kohr Ah ship.  They would be a significant factor in that war if we could send them there.
I think it's more like the Ilwrath don't really give you much of a chance to specify more precisely.