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

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181  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 12, 2012, 04:52:15 pm
Yes, but "we all" are humans. We might all agree, but the Chmmr obviously did not care, and they made the decision to create the shields, a newly conventionalized punishment absolutely OK by their standards which they're powerful enough to impose on weakling humans.
182  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 12, 2012, 04:15:15 pm
Imprisonment is a pretty conventional punishment I think.
Not on that scale.

By what standards?
183  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 12, 2012, 03:45:40 pm
I don't think there's any dispute about the hostility of either Vux or Mycon. The only problem I have is with the excessiveness of vindictiveness of the Alliance response.

I always though that the experience of living under a slave shield for what would at the time have been perceived as the rest of eternity was one of the most haunting and frightening things imaginable. And having lived thus for nigh two decades, any of the slave races should have found it to be a terrible thing to impose on anyone. There's a basic element of compassion that we would like people who we are supposed to relate to to have. Anyone who has experienced the reality of living under the shield should not want to wish this even on their enemies.

After the Second Doctrinal Conflict, the most powerful race around is the Chmmr. Powerful enough to impose any policy they want on anyone while the Alliance they're not reluctant anymore to lead formally is in the phase of rebuilding, rather powerless. Not just that, but many other Alliance races are not exactly human (, VUX-, Mycon-) rights activists either. Both races who merged into being the Chmmr were slave-shielded, and they were able to cross the impenetrable shield, so they were not so touched by the whole thing. Even better, the shield served the purpose of protection for their great plan. In their new, Chmmr perspective, the shield is a highly effective solution that nullifies the slightest possibility of future conflicts caused by both races who are undisputedly hostile.

There's no reason why hostile aliens can't just be contained by conventional means. A decisive military victory would simply leave their fleets decimated and their starship production facilities bombed to a crisp. But is there really a need for sadistic revenge?

Imprisonment is a pretty conventional punishment I think.
184  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project 6014 – Ur-Quan Masters mod on: February 12, 2012, 01:57:36 pm
Is there any actual need to invent excuses to victimize the VUX or the Mycon anyway?
185  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: January 19, 2012, 09:28:59 pm
Making the FF primary have a bigger blast with each level of charge was one of the viable ideas, but by the time it came up I was done with the blast you see now and making more frames for it would have taken me to remake the whole burst which I wasn't really itching to do. I was thinking of a halfassed in-between idea, but I'm quite sure it wouldn't have worked out.

Now I have another idea, but I'm quite afraid to propose it because it doesn't need the burst graphic or even having charge phases. And I have another another idea but I don't know how to fit it to the Typhoon's concept.
186  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: December 06, 2011, 10:08:53 am
You presented several screenshots about how crappy the AI works, arguing for a change in design. I just don't see the consistency here, and I don't think it's a honest argument, especially when you ridicule the ship you didn't have the flexibility to play, nor the patience to practice with. Nothing personal of course and I also think the ship designs need tweaking, but I'd rather do that not due to subjective personal measures of how "fun" they are. So forum or not, feelings don't count as viable points.

If you're not patient for "defensive ships", then the Prawn and the Punisher are simply not your ships to choose, the same way the Umgah Drone is not a ship for me to choose. In case you don't like the program on a TV channel (let's say Fox), that's why God created the remote controller, but still there are people watching and liking that channel.

But I want to make you feel better, so I tell you in advance that I got concepts of the Faz and Taalo ships, the former being a crazy action maniac design, the latter being ... well ... a war mammoth -- possibly the largest of them all.

I didn' say before though that I really like the idea of an overcharged FF blowing itself up ... it also fits the concept. Maybe the ship itself needs to pulsate to indicate the danger.
And the canister may be a good idea too.
I think the problem with the Prawn is that it's bubbles suck up too much damage from enemy fire -- making them less resistant could give chance to the player to carve a hole in the Prawn's fortress tactic.
187  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: December 06, 2011, 07:51:15 am
@dczanik: it seems you're pretty desperate in proving something, but you of all should know that we didn't have time for making a proper AI for either the Typhoon (which I think got it's AI from the Umgah) or the Punisher. That doesn't mean either of them is a weak design.

However matches against Human players might be a real problem for the Punisher. Even though I think it's a bit stupid, homing gas clouds might be an answer ... but I'd rather pick an alternative if I had one right now.
188  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: December 06, 2011, 01:09:46 am
@dczanik: Thanks for the introduction. Also thank you for explaining your points in length.

You can consider choosing any ship for different reasons. It doesn't have to be a tactical choice: you may have a credit limit, you may simply want to use your skill with that particular ship, or you play historical battle re-enactment, or you may think that ship looks neat, or there's someone pointing a Magnum to your head, saying your only salvation in this situation is choosing that ship. All of these reasons are just as viable as the king and trumps approach, that's why all of them are unimportant. Would we make a sequel to a strategy game I'd agree, but we're not.

-- I don't think the Lurg Prawn is irritating, actually it forces the enemy to use a risky tactic against them. Lack of flexibility on the players' side is something the Prawn shouldn't be blamed for.
-- The Baul Punisher is a brutal unrefined tactician. You have to lay a string of gas clouds so you can use the chain explosions to cause damage. If you're lucky enough the clouds can stick on an enemy, and when they are, each of them cause even more damage. But because the Baul are technologically underdeveloped, their effectiveness has to come with a price: you have to be careful with the gas or you blow yourself up. If you don't like taking a 180° turn then you can use momentum while assuming a more comfortable direction. The Earthling Cruiser is a great nemesis for the Punisher, but circling near the planet provides some cover and might be helpful in feeding some gas with the Cruiser too. I agree with the speed thing, at least to an extent that the Punisher might just have enough engine power to hold it's place against the Chmmr tractor beam, so he can still use a self damaging tactic against the Avatar. I wouldn't like to have the gas floating towards the enemy, first because gases don't do that, second because moving pieces in a chained trap would make the only weapon of the Baul unreliable.
-- The Foon-Foon Typhoon is a close combat ship, though it's not designed to do any fighting. It's weapons should speak that fact by being glitchy, rough but effective, and risky to use. The dervish is already too perfect against Chmmr sats and Quan fighters and, well ... everything, if you're using it skillfully. It's also a partial defense and an evasion tactic (I used it in all forms). It might need to have a longer cooldown period so a quicker opponent could attempt to retaliate. Also the dervish's range is long enough already ... I guess longer than the Mauler's cannon. The only problematic thing is the basic Sabre: it's weak, even with it's risk being it's close range requirement. It may stutter, or might need charging time to be able to deal larger damage.

Why choose the Foon-Foon? ... #1 opponent against Slylandro Probe.
189  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Project6014's new ships on: December 05, 2011, 09:44:44 am
Not all ships meant to be super strong, especially not the Foon-Foon.

It's a story thing. They use their tools in a way similar to how medieval peasants straightened their scythes when they gone rebel.
The Typhoon Sabre is an amplified mining laser, while the dervish is a desperate, risky tactic using a reconfigured Sabre.

As it is now, the Typhoon is very strong: I can level all larger ships with it, against Awesome AI, even with 12 crew (that's still 2 DN shots!)
The Sabre still seem to be purposefully designed weapon, that's why it's needed to tune it down by making the use of the dervish more risky and (a bit) less effective, so players will also use the normal Sabre which should be much more effective but less... constant. Making it "stutter" is a good thing because it adds a simple animation to it.
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