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News: Paul & Fred have reached a settlement with Stardock!

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31  The Ur-Quan Masters Re-Release / General UQM Discussion / A visual guide to Ur-Quan Conquest on: November 18, 2009, 08:16:03 am
Because I have too much time on my hands, I decided to look at what was written about the Ur-Quan's campaign through this region of space and put it on a map, with dates and battles of interest noted.

Because the history of the SC1 era (roughly 2124-2134) is not described in detail, the history of that time is unknown. We only know of the first and last engagements of that era as it pertains to the starmap. The rest are only speculated at from SC1's mission descriptions.

I'm sorry that I didn't polish the JPG better. If anyone wants the original PDF to edit, feel free to ask for it.

http://img17.imageshack.us/img17/6486/starmapurquancampaignlo.jpg

Not noted on the map is the fact that the Kohr-Ah annihilated the Burvixese on their way to meet the Ur-Quan instead of annihilating the Druuge. This occured "8-12 years" before Zelnick's Planetary lander discovered the destroyed civilization's remains. Presumably the doctrinal combat occured right afterwards since the Kohr-Ah didn't have time to finish off the Druuge before running into the Kzer-Za. Since the game starts in 2155, the doctrinal conflict could have started as early as 2143 and as late as 2151.  

Edit: In the game, the starbase commander mentions that the starbase is supposed to be resupplied every 5 years, but they haven't heard from the Ur-Quan in "almost 8 years", which he said on Feb. 17, 2155. This suggests that the War started in 2148 or so.
32  The Ur-Quan Masters Re-Release / General UQM Discussion / Star Control 1 PC Speaker issue on DOSBox on: November 18, 2009, 03:49:50 am
Has anyone tried playing Star Control 1 on DOSBox? I really dont like the adlib/midi/whatever sound effects, I much prefer the PC Speaker ones. I haven't been able to get the PC Speaker to work, though. When I run starcon.exe /s:internal , it just gives me a constant buzz as soon as a sound is played. Does anyone have any experience with DOSBox and pc speaker or with Starcon1?

33  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Modding the Dreadnought, revisited on: November 18, 2009, 03:48:16 am
This might be a long shot, but I always envisioned the Ur-Quan Dreadnought as an strategic-industrial ship more than a tactical engagement ship. I read in some canon (either the SC manuals or in the dialogue) that a single Ur-Quan had been known to subdue an entire star system by itself. Given that, I think we can assume that it plays a mothership role and relies heavily on fighters.

In my imagination, I imagine raw material being shipped to the dreadnought where they are fabricated into spare parts and entire fighters. The need for cargo space, lots of fuel storage, machinery for fighter repairs, etc. makes it a hulking behemoth, and not too maneuverable. But this lack of maneuverability is made up for with its capacity to launch huge waves of fighters.

So, how about an Ur-Quan that captures asteroids and then uses them to repair the crew (i.e. to make more fighters?) Make the fighters as they were in SC2, kinda dumb and weak, and prone to running into things (but not to collide with asteroids). This makes them more expendable so that the Ur-Quan can launch wave after wave of fighters without worrying too much about not being able to replace them.
34  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Modding the Dreadnought, revisited on: November 10, 2009, 08:19:14 am
I've always had the impression that the canonical Ur-Quan dreadnought would have a fusion blaster with a variable charge--that is, the Captain could choose to fire either smaller fusion bolts or to charge up to fire a massively powerful bolt. I imagine that a weapon that can fire many small shots could do them in quick succession, like stream of fusion plasma, at least for a while. In practice this might resemble a "flamethrower" type weapon: weak but likely to hit a target with a flood of fire.

I also like the idea of a fusion blast that explodes at a certain distance from the dreadnought, creating a catastrophic energy release at some point in space, damaging nearby objects. This might be good for the powerful bolt, where the longer you hold down the "charge" button, the more it charges, and also the further it goes before exploding. A possibility, in any case.
35  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: TheMisterCat's Star Control Remixes on: September 04, 2009, 08:09:50 pm
My enjoyment of the Androsynth tune is tarnished by some artifacts in the MP3 between 16 and 20 seconds into it.
Can this be fixed?

Also, why does the song end kind of abruptly instead of setting itself up to be infinitely looped?
36  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: TheMisterCat's Star Control Remixes on: August 28, 2009, 09:52:23 am
I downloaded your Androsynth track in the same week that I downloaded "courtship dating" by crystal castles.
I love both of them. They sound a lot alike.

I really enjoyed your androsynth tracks. Actually my love for the androsynth is stirred by your music. My imagination has gone wild!

I hope you do more Androsynth remixing or creative composition.

They are kind of my favorite race, perhaps because we know nothing of them from SC2 canon. They are so cool, they can clone themselves and had to create a new society from scratch once they left earth. They were also victimized by humanity and are legitimately angry and vengeful.  That's a cool combination in my books. I would like to talk to an angry, nasty, awesome, hyper-intelligent and creative human clone from a weird society of clones on the viewscreen of the Vindicator who wants to punish humanity.
37  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Stinger on: August 06, 2009, 01:09:37 pm
As far as overcomplicating melee, let me say a few things. I am imagining simple things for the most part and not occuring too commonly. No crumple zones, no special areas to target. Just occasional critical hits doing fairly simple things. Maybe your turning rate drops or your secondary goes offline for a while, nothing that radically changes the nature of the game. The kind of effects you see the results of with the first Ilwrath and the Shofixti scout in Delta Gorno. Would this be too much for some people? Meh, probably but I like complicated games.  Also I don't imagine it as a replacement for supermelee, more like how SC1 has Melee and Full game and TW has a ton of game modes. This would simply be another way to play, not a replacement.

Yeah, I wouldn't mind seeing in a SC-clone:
Temporary engine shutdown (maybe a second or two)
Temporary drift (ship rotates a few seconds before you can steer again)
Weapon off line for a few  seconds
Special offline for several seconds
Weapon offline until next match
Special offline until next match
Rotation reduced until next match

This would make hitting and getting critical hits an important part of strategy, and might make some ships more powerful than they would otherwise be, due to the secondary effects of damage.
38  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: TheMisterCat's Star Control Remixes on: June 22, 2009, 04:35:48 am
I must say, I think the Spathi remix is awesome. Minus the burp at the end.
39  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Balance Mod: ALL ABOARD on: June 04, 2009, 08:16:07 pm
Shiver:
I'm not trying to "buff up the cruiser", we talked about the cruiser before and I agreed that in general, its weaknesses were appropriate. All I am noting is that the cruiser used to be a decent matchup against the Ur-Quan, since the damage it dealt was worth more than the ship value, thus making it a "risky soft counter" (cruiser can get caught in the fusion blast early w/o doing any damage).
I see that making the PDL a value of 1 would be making the cruiser too strong for its current point value. One possible offset of this would be to lower the firing rate, making the weapon not very strong but more useful vs. fighters.

With all that said, yes, the Earthling is one of my favorite ships (not my favorite in melee... tha'ts probably the Vux) but I'm trying not to be biased. I like ships that are challenging to use effectively but rewarding if used well or with luck.

I'm just noticing a very big difference in its usability vs. the Ur-quan now. The only reason I described the Cruiser as "nerfed" is that it was a pretty decent matchup vs Ur-Quan before, and now I think I would never pick Earthling vs. and Ur-Quan, even to finish him off if he was weakened. I also wonder if the cruiser is really worth 12 points...

Instead of a "buff-up", I wouldn't be necessarily opposed to a "re-imagining" of the cruiser. And yes, that's because I like it. I don't want to make it unfair, though. I guess that's for another patch, though.
40  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Balance Mod: ALL ABOARD on: June 03, 2009, 07:59:34 pm
So has anyone else noticed that it's ironically more cost-effective for the Ur-Quan to launch fighters at the Earthling now? Your fighters can provide a useful cover screen against incoming missiles, thus reducing your damage and justifying the risk of launching them. If the Earthling pilot is spending his energy on missiles (i.e. firing a double-salvo, like most people used to do), once your fighters get in, all they need is a couple zaps to drain all his energy and thus disable the point-defense system, quickly disintegrating him. The Earthling pilot now has to be very discerning in how he fires missiles (must in an arc away from fighters now) but also how many he fires (do you want to risk having no energy for the PDL?). It's basically a lot harder to hit the Ur-Quan now. 

Earthling just got nerfed.

Has anyone offered any reason why the point-defense laser should cost any energy at all, really, beyond 1? Its rate of fire is pretty slow, so regardless of energy consumption, it's mostly useless at dealing damage to another ship anyway. Blocking incoming fire is generally a waste of energy, too.
41  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Net Melee Balance Mod: ALL ABOARD on: June 03, 2009, 06:04:32 am
Wow, looks great, Shiver! Thanks so much for doing this, I hope it will make melee much more fun.

It wouldn't be a Star Control board without some whining however, so, while I have only played a little bit, I think that, as an avid arilou pilot, I would prefer if the "offensive warp" were activated with the down key instead of a key combination. When I'm behind an ur-quan, zapping it, things get hot really fast and I need to warp out. Usually while I'm blasting away, I have the thrust on. Taking the extra second to turn off the thrust before warping out is dangerous. I usually just end up accidentally "offensive teleporting" to get away, even though I want the defensive one. I think a dedicated key for this ability would be better.

Also, just a thought, having a little ghost icon indicating where you would be warping to would be awesome.

I will refrain from further commentary on your mod until I chat more extensively with you guys in IRC.

Oh, and wait... you didn't include 64 point targeting for the arilou? I was hoping you would, since we talked about it briefly. I find it annoying to waste shots since the arilou battery is kind of small as is.

Going to go rock the Ur-Quan with the Chenjesu now Smiley
God I love being able to do that...
42  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Professional off-shoot of Star Control on: April 21, 2009, 01:44:28 pm
Personally I would love to see a game that is SC-themed, and resembles Star Control 1 -- but without the melee combat. That is to say, entirely a strategic game, with an element of randomness in combat. It would be a mix of SC1, Wing Commander: Privateer [campaign mode] and Settlers of Catan. I would prefer short games (0.5-3 hours per campaign) instead of long ones (a game of Master of Orion can be 5-10 hours, as long as a Civilization game).

Each race could have various abilities on the map and perhaps in combat too. Collect resources, move ships, pick a strategy (main race, select commanders, select tech upgrades) and win by destroying the enemy's starbase or by building or discovering a precursor relic.

43  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A Reiche child on: March 04, 2009, 06:24:32 pm
I think Arianna would get marriage proposals if she convinced the creators to make a worthy SC3.
44  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: A Reiche child on: March 02, 2009, 03:44:57 am
Welcome to our fanboy/girl sanctuary on the web!

Have you played Star Control 2 (to its completion), Arianna?

When did you first learn of the game (and how cool it was) and when did you learn it had a cult following? Do you respect your dad's imagination after discovering he created such a piece of gold?
45  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: How does the New Alliance win the war? on: February 25, 2009, 12:25:52 am
I can't imagine the Kohr-Ah joining forces with anyone but the Kzer-Za...

I can. It's a bit of a stretch, but it's possible that the Ur-Quan, upon the destruction of their Sa-Matra and their subsequent rout from that area of space, would choose to go back where they came from and might not want the Kohr-Ah to follow. It's also quite likely in my opinion that some sort of social upheaval would happen in at least one of the Ur-Quan races following the Sa-Matra's destruction. This might lead to a change in philosophy, priorities and (depending on the power circumstances at the time), allegiances.
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