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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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1  The Ur-Quan Masters Re-Release / General UQM Discussion / If you were to make a star control 2 remake what improvements would you make? 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?
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: how do i install mods?!?!?!?!?!? and is there a way to make the game bit easier? on: October 24, 2010, 12:47:34 pm
I recommend playing the game through before you get mods. To get the full experience.
i dont think you understand what my problem is. i am constantly loosing more than i gain. i might find a nice load of minerals but most (if not all) get wasted to replenish the 90 percent of the crew i managed to loose, and don't get me started on the fuel. in the end i lack the money to resupply my ship therefor there is no way to finish the game. its hard and i need the game to me more fair(atleast with me). now imagine the death march starting and i still got a ship with only basic modules i started and no allies.

i had a serious reason to make this topic. if i could manage the game myself we wouldn't be here discussing it. trust me, mine is a very noobish case.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: how do i install mods?!?!?!?!?!? and is there a way to make the game bit easier? on: October 24, 2010, 09:42:21 am
i'll cut straight to the chase. i got 3 mods. the 3do fmv, the "slower time pass" mod and the "100 year death march delay" mod. good so far. the ginormous problem is that i have no idea whats so ever on how to install them(not even the slightest bit of clue). so your help will be enormously appreciated(oh and how would i know that the mods actually work?).

You take the mods, you unzip them right in the directory you installed UQM, then you double-click on the exe you just unzipped.
If you're on OS X it's even easier.

If you have any more problems go ahead and send me an e-mail or PM me.
does this mean that i can only use one mod at a time? it sure looks like that.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / how do i install mods?!?!?!?!?!? and is there a way to make the game bit easier? on: October 23, 2010, 08:15:09 pm
i'll cut straight to the chase. i got 3 mods. the 3do fmv, the "slower time pass" mod and the "100 year death march delay" mod. good so far. the ginormous problem is that i have no idea whats so ever on how to install them(not even the slightest bit of clue). so your help will be enormously appreciated(oh and how would i know that the mods actually work?).

on my second problem now, i find the game fairly difficult shortly after the start(that avenger is not messing around) and also i kinda dont like the fact that the crew's price rise more and more the more you buy and for me thats a really big problem because some time ago when i managed to push deeper into the game world i was unable to keep my crew alive. every time i returned to base i had less than 10 crew left. so a way to both stop the crew's price going up and decrease its price a bit, would be most welcome(even if it includes altering values in a config file or something)

thank you
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