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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Tactics and strategy of SC ships
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on: April 05, 2007, 09:16:35 pm
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^True, Draxas
I imagine some of the ships best suited for dogfighting (like the 'Synth and Pkunk) would kinda suck in fleet battles.
Kohr-Ah would probably pwn in a fleet battle, with their ability to lay down minefields hit enemies from long distances. Too bad they're xenocidal maniacs and all that, I bet they would be really useful to the Hierarchy....
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Poll: The Utwig voice
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on: April 05, 2007, 06:59:13 pm
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I'm probably gonna get beaten up for this, but I liked the SC3 Utwig voice. It just seemed to fit their personality more. SC2 Utwig is really annoying, though. The entire time I was doing the Ultron quest, my main motivation was "Finally, I can get these guys to stop being whiny!". Imagine my disappointment when I returned the Ultron and their voice remained the same....  Also, Japanese SC2? I'd be interested to hear how that sounds...
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Tactics and strategy of SC ships
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on: April 05, 2007, 05:43:50 pm
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Well, keep in mind their turning ability sucks (the worst in the game, even) and their missles don't do that much damage. (1 or 2 each, I believe) But they might be useful in large numbers, I guess....
Still, I think the Broodhome would be much more useful, as it has (theoretically) unlimited range, and it's more powerful...
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21
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Terms of surrender.
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on: March 30, 2007, 12:02:23 am
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I'd join the Umgah if I had the chance because, hey, free tentacles. I'd probably say the Spathi would probably be the easiest to surrender to- just convince them you're harmless/crippled, and then once you're on their ship, whip out a gun at take over. At least, that's what I would do. 
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30
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game
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on: February 25, 2007, 03:22:52 am
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CCGs have several marks against them.
1) They're expensive to produce, and a "Print it yourself" mentality doesn't work quite as well for card games (that require precisely trimmed "decks" to function authentically) as it does for game tokens. It's also common practice to give every card its unique illustration. For a game with 100 cards or more...that becomes quite a bill quite fast.
2) More importantly, Wizards of the Coast (Magic: The Gathering, D&D) patented the CCG some time ago. Although it's an ambiguous patent at best, I'm not willing to attract the ire of their lawyers, nor am I willing to look into what exorbitant fee they would charge for licensing the CCG mechanic.
But...if you leave the "collectable" component out, it's a potential idea. But even at that, mechanics like "tapping" for "energy" is still in the legal grey area. But there are many ways to approach the card game idea...perhaps even in conjuction with a board game. It's something I haven't considered at all. Thanks for the input!
Yeah, I'm not a huge fan off CCGs anyway. A non-collectable card game could definatly work, though. Plus, it might be more accessible to new players, since unlike an RPG, you don't have to know the backstory behind the game to play.
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