The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
April 27, 2025, 12:44:33 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

  Show Posts
Pages: [1]
1  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Okay, out with it. on: February 27, 2014, 03:50:00 am
In original SC2, weren't you given a blank prompt for names?

My version gives me blanks.

I usually named my the "invincible". It always sounds so threatening.
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Another Thread on Star Control Story on: February 27, 2014, 03:47:59 am
You have a good point there death. The two D adventure game is rather a lost art in this day and age, and I fear that some sort of update will see the game languish in its current role as a minor cult classic.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Size of the galaxy on: December 24, 2013, 04:29:57 pm
This could be why the orz took out the androsynth so easily. Their group of stars is a huge constellation.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Okay, out with it. on: December 20, 2013, 07:11:08 pm
This has probably been done to death. But I will do it anyway.  Cool

What was the name of your ship, and why?
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Another Thread on Star Control Story on: December 20, 2013, 03:46:05 am
As a question, could Escape velocity nova-esque mechanics work for a new star control? I kind think it should pay tribute to its 2D way of playing, but still be advanced in someways.
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Another Thread on Star Control Story on: December 20, 2013, 03:41:22 am
No.
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Another Thread on Star Control Story on: December 18, 2013, 07:13:55 pm
Quote
You know that the Ur-Quan hated the vanishing of the Taalo, and that was what started them on this path against all the other races.

umm... noo, it really wasn't? I mean, yeah, they were pretty miffed about that, but it's not anything near the main cause.

The point is, the ur-quan were mad. It's storyline semantics. The point is, angry ur-quan are not good to deal with. So by promising to find the Taalo, you appease the general population. It is supposed to be a simple task.

Do you have a better storyline?
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Another Thread on Star Control Story on: December 17, 2013, 10:12:46 pm
I am a new comer to the star control series, and have only really played the ur-quan masters (in HD  Cheesy). I thought I would take a shot at a storyline for a sequel.

It would go something like this:
After the captain of the vindicator (or whatever you called your ship) retired to a homely planet with children and wife, the galaxy enjoyed a time of reletive peace. The Ur-Quan were defeated, their military so crushed and such a watchful eye kept on them that they knew better than to revolt against the new alliance of free stars (or whatever you called it). The ur-quan, understandable, were not happy with this arrangement. They wanted to travel the stars again, but hated the imprisonment of the alliance watching their space. So you, a diplomat for the earthlings (now back as a meaningful empire again), go to the Ur-Quan to see how some deal like this may be worked out. You know that the Ur-Quan hated the vanishing of the Taalo, and that was what started them on this path against all the other races. Having heard tales of the Orz and how they talk about a race called the Taalo, you propose to the Ur-Quan that the alliance will look for the Taalo, wherever they may have gone. This pleases the ur-quan, to once again be with the only race they ever considered a friend. Thus, the negotiations are rapped up, and you travel back to earth in the a earthling cruiser (buffed). Soon after agreeing to this, an arilou skiff appears from out of nowhere warning you not to do this, that it will only cause much pain and suffering for all parties involved. You ask him why you should not do this, and he responds that he cannot tell you. You ignore him and continue toward earth, your mind made up that this is the best course of action for the alliance and the Ur-Quan.

A week after this, the orz start behaving strangely. There ships go missing, and the planet that is theirs in the Vulpeculae constellation has  gone missing. As the only active diplomat in space and available at the time, you travel to orz space. What you find in place of the homeworld of the Orz is a portal that leads to a strange place. Instead of hyperspace where everything is red, in this, the colors are negative (light is dark and surrounding space is white). Travel is odd, because the stars do not go to their corresponding location (ex. a "fall" into sol might lead you to the spathi homeworld. You can also see something in the depths of this place, a massive creature, bigger than the entire universe looking the the background at every turn. You leave this place, deeply shaken by what you have seen. The research's that come after you to study this place call it synthspace, because it has no real corresponding view of reality.

Soon after this, the portal closes, and the orz reappear. You travel to their homeworld again to talk with them, only to be confronted by an Arilou skiff again. Seemingly deep in sadness, the arilou ask you if they can outfit you and your ship with some special devices. They do this, and leave, almost weeping. You ignore this, and continue to orz space, where you only see one nemisis class ship. You contact the ship, and expect to be confronted by the "weirdness" of the Orz. What you encounter suprises you. The normal bubbly orz look like nightmare fuel. Their ship sounds like a dim scream of unimaginable fury, and their music of cthulian dread. They themselves are different, not the green blobs, but a hiddious blob of arms, legs, and things you don't have words for. Just looking at them makes you winch, and staring at them makes you feel like they are taking your very soul. They are very hostile, and you understand every word they say. They talk about the hunger, the thirst for flesh and brain. You immediately leave, scared to death by what you have seen. As you travel back to sol to warn the galaxy of this impending threat, you find sol gone. You find about half the systems in the galaxy gone. The only races left are the ur-quan, pockets of humanity, the melnorme, the arilou, the pkunk, and the shofixti. All the others are missing. With no homeworld left, the humans go to ur-quan space, aware of the massive infrastructure sitting idle since their defeat. At that point, a massive fleet of arilou ships jump through, telling you in no uncertain words that you have been "seen" by the orz. You ask them how this is possible. They tell you that time is not existant at the lower dimensions of the universe, and that an agreement to one action means that action has already happened. The Taalo are deep within the "creature" that you saw, although it was not really a creature. The creature is "them". Since the agreement to the Taalo would have resulted in multidimensional fatigue research, the orz would be able to "see" them because of the action they had taken. You say that the action cannot be changed now, and they sadly agree. As much as they would like to change the past, it is impossible by any means in "real" space. You then set up camp by the Ur-Quan homeworld and explain to them what happened, and what is needed to get to the Taalo. They agree that their friendship with the Taalo is more important that their instincts to kill other races. At this point, you choose a ship that you want to fight in (similar to buying a ship in the escape velocity series), and ask the arilou where to start you question. The Aarilou say that they will give you fatigue technology, and that to get to the Taalo, you must find them in the deeper regions of the dimensional universe. They point you toward a star that corresponds to sol in synthspace, and then take up defense around the Ur-Quan world. You, as the last and highest ranking human, take charge of humanity and its allies. You must once again wrest control from another, more powerful and oppressive race, the Orz, or them. Or both.

This is star control 3: Taalo's journey
Pages: [1]


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!