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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New ways to play
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on: January 13, 2008, 08:32:01 pm
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You could install a language pack, and play the game in eg. Russian. There's an idea. Is there one for French? I took that in high school. Another idea: I bet you could complete the game without mining (other getting the radioactives for the starbase), hunting, or destroying any ships that it isn't absolutely necessary to.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: New ways to play
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on: January 13, 2008, 04:40:34 am
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Speed run doesn't sound fun to me either, although I might do it sometime.
The other two are great suggestions, but I've done them already. Flagship only is obviously easy once you get the upgrades, escorts only is different since you get to deck out the flagship with all crew pods (except a fuel tank obviously). A fleet of Orz and/or Utwig backed by lots of crew pods can do alot of damage. Of course, since you can avoid almost any fights you want to, that makes it easy also.
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The Ur-Quan Masters Re-Release / General UQM Discussion / New ways to play
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on: January 12, 2008, 07:40:39 am
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Does anyone have any interesting ways to play the game? I've done "be the bad guy" and "bounty hunter." I've tried not visiting the starbase, but I'm not quite good enough at melee against the probes to pull it off (mainly I have a problem with running into the planet ). Any other ideas?
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Cost balancing project
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on: July 06, 2007, 05:36:39 am
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The stock market type approach (adjusting the prices for the most and least used ships) some have mentioned would be the best way to balance the values. Assuming of course you have good and experienced players doing it, you wouldn't want me doing it for instance since I'm terrible at multiplayer.
The idea of using the AI to test it, doesn't work at all. I actually did that a couple of years ago. Using the AI, I had each ship fight one each of all the other ships in as big of groups as the ship could handle. I then calculated what the ship "should be" valued at. (Repeat experiments proved the results to be more consientant than I was expecting.)
For instance the shofixti ship is a 5, which if it were perfectly valued for the setup I used, would mean that it would take 437/5 = 87.4 shofixti ships to defeat one ship of every type. Here's the results I got (which actually tells you about the AI more than the ships):
ship - real value - calculated value - change
Androsynth 15 18.3 +22% Arilou 16 10.1 -37% Chenjesi 28 25.1 -10% Chmmr 30 48.5 +62% Druuge 17 11.3 -34% Ilwrath 10 10.6 +6% Kohr-Ah 30 30.0 ---- Melnorme 18 9.9 -45% Mmrnmhrm 19 8.8 -54% Mycon 21 9.3 -56% Orz 23 10.1 -56% Shofixti 5 7.7 +54% Ur-Quan 30 26.6 -11% Utwig 22 55.3 +151% Vux 12 10.0 -17% Yehat 23 32.6 +42%
These ships couldn't be valued because they had at least one ship (which is listed after it) which the AI couldn't beat even with 14-1 ship numbers against it.
Earthling - Chmmr Pkunk - Syreen Slylandro - Chmmr Spathi - Chmmr Supox - Chmmr Syreen - Chmmr Thraddash - Chmmr Umgah - Spathi Zoq-Fot-Pik - Chmmr
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Does anyone ever feel bad about taking the Aqua Helix?
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on: June 16, 2007, 02:05:22 am
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Actually, private Hendrix accidentally broke it (or at least turned it off), after which they brought it aboard the flagship for further investigation. The Thraddash don't really give the captain a chance to explain himself.
Yes, the first time I wanted to give it back. I was focused on making allies and I hadn't found the Utwig yet... Later I it occurred to me that's it's pretty rude to be stealing other people's treasured artifacts...
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