The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
July 06, 2022, 03:20:27 am
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

  Show Posts
Pages: 1 2 [3] 4 5 ... 7
31  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game on: February 24, 2007, 07:56:52 pm
  I'm still debating a full-fledged RPG at all.  SC has always been about ships and war, not derring do with blaster pistols.   If there is an RPG component, it will be severely dummied down with a focus on narrative.
Yeah, SC doesn't really lend itself to running around on foot and blasting monsters like most RPGs. Like Spektrowski said, a card game (collectible or not) would be fun, and probably easier to make then a board game. Star Chamber sounds like a good example of what I'm talking about, although I haven't tried much of it myself.
32  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Star Control - The RPG/Board Game on: February 24, 2007, 03:15:35 am
yay Clay isn't dead Cheesy

Personally, I would love something like this. Like you said, though, it's kind of a niche game, so you might have some trouble getting it published.

Not sure how you could go about contacting TFB, are they even active on the internet anymore?
33  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Working on new voices!!! on: February 20, 2007, 12:18:11 am
I liked the Orz voice....it sounds like they're trying to sound friendly but not disguising their creepy nature.

Also, why exactly does the Kzer-Za voice have to be higher? And what does the fact they're green have anything to do with it? O_o

I agree with what you said about the Sylandro and Utwig voices though, they could use some serious redoing.
34  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New crazy mod on: February 19, 2007, 04:35:33 pm
Hm.

So basically, you're making all the ships really overpowered and unbalanced?
35  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: February 17, 2007, 07:39:16 pm
Nice tune, but It's not a mod file Sad.
Wait, does it have to be? I think you'll find your music choices are a LOT more limited if you only use .mods....

I agree with what you said about it being recognizable though.
36  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: February 17, 2007, 04:49:18 am
Quote
Random Encounters:

Maybe if we did it "Semi Random" like UQM did, where you could actually RUN AWAY from the battles and such...
Yeah, that's exactly what I'm talking about.
37  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: February 16, 2007, 06:22:28 pm
Ah, Fallout....

A couple of things to add:

I like the idea of salvaging equipment. Remember, salvaging isn't really a new thing, UQM had it, too. (of course, it's never explained how you magically get the RU from the ships without actually having to tow them back. Wink)

Another thing: I don't think the game should have random encounters, IMO. It should be a combination of scripted battles and encounters with enemies on the map screen, UQM-style. (i'm not sure how you'd impliment that for land battles, though) That way you'd have a way to avoid enemies, if you were fast enough.
38  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: February 14, 2007, 08:17:35 pm
Quote
As stated, I'm not likely to move past the "idea generation and criticism" phase. I have scant little programming skill, and artistic skill to match... I suppose I'm a passable writer, and could help work on a script, but I imagine almost anyone here could do the same.

What I am good at, however, is being a fount of endless (and often useless) ideas. This is why few of my own projects ever make it past the "idea generation and criticism" phase.
Lawl, same here.

Some more speculation/ideas:

Perhaps having certain racial crew on your ships could help them in melee? For example, having a Pkunk on-board would give you the ability to generate psychic shields, or a very low chance of ressurecting, or something.

Who says you won't be able to recruit Mycon and Ur-Quan and the like other than hypnotizing them? Maybe a 'Quan will join your side for story reasons, or something...

Speaking of 'Quans, I'm not sure how they would work in a fight. Since we usually see them hanging from starship, I imagine in a fight they'd just flop around like slugs.... XD Instead of fighting , I suggest giving them special "Leadership" abilities, that you could "cast" on your other fighters to give them a temporary bonus to their stats. Of course, they'd have low move and attack to make up for it.
39  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: February 14, 2007, 12:56:41 am
Quote from: Neonlare
Also, Umgah and Mycon certainly aren't playable.


Even if they aren't playable, they may be enemies, y'know.  Wink Just throwin' out ideas.


Also, frankly, most of the people here are just fans, not programmers/designers. Tongue  I might be able to help with writing or sprites if I get the chance, though.
40  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: February 14, 2007, 12:23:58 am
Hmm, idea.

Perhaps you could add boarding to the ship-to-ship battles? For example, if you weaken an enemy ship (say, to below 20% of its crew), you could bump into it and start a boarding battle, where your crew fights for control of the ship. (naturally, if you lost crew during the ship fight, you would have less people during the boarding party)

If you eliminate all the enemy crew, the ship would become yours and you could use/sell it.

Another suggestion: Replace M HP with Stamina or something, and replace Psi powers with Techniques. That way, you could also include non-mental abilties, like Mycon mutation, Umgah gene-tinkering (maybe you could heal people that way), and stuff like that.

BTW, I am right in assuming Psi powers lower your M HP when you use them?

Finally, I like how the vending-bots do a little happy dance when you buy something expensive. XD
41  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: January 30, 2007, 03:40:28 am
Nice. That base could probably be used tor most of the humaniod races, but some of the weirder ones (i.e., the 'Quans) would have to be made from scratch, I imagine.

IMO, you should try to get Torque if you're really serious about this. There's a demo you can try if you want to see what it can do first...

(barring that, go with flash, but from what I've heard it would be pretty hard to code a game like this in Flash)
42  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: January 29, 2007, 09:11:23 pm
Sounds pretty good so far, the Schen seem like an interesting race. Oh, and I completely forgot about Torque! *smacks head* That would be perfect for what you're planning, if you could afford it.

Also, I'm assuming this will be an isometric game? (i.e. Final Fantasy Tactics, or X-Com)
43  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: January 28, 2007, 11:29:53 pm
Okay nevermind. I must've read your post wrong. >_>

Would you mind posting the plot? I'd like to read what you have so far.
44  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: January 28, 2007, 07:56:57 pm
Woah woah woah. You're making a big strategy game with Game Maker?

No offence, but GM is kinda terrible for stuff like that. I'm not sure what else you could use, though...
45  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Needed! Staff for Project! on: January 28, 2007, 02:08:47 am
Huh, this looks promising. Btw, if you're looking for some free chiptune music, try modarchive.com...
Pages: 1 2 [3] 4 5 ... 7


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!