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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 / Re: Plot ideas for a sequel on: January 17, 2004, 04:19:58 am
We need a good place to find all these SC2 manual tidbits...
2  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 14, 2004, 02:42:13 am
Oooh! Plot idea!

Maybe your research exposes "Ultraspace," a new dimension like hyperspace but extremely unstable. That is, the positions of everything shifts around rather rapidly and so you could end up god-knows-where.
3  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 14, 2004, 02:29:59 am
Well, keep in mind that the "starmap" in hyperspace does not correspond to the actual locations of those stars in the slightest... instead it has to do with "dimensional fatigue" and shit. Hyperspace isn't analagous to our own space.
4  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 13, 2004, 09:05:06 pm
Well, if they need help... they have my email address. Wink

It would really be best if the developers just picked a plot they liked (preferably from our ideas) and then just ran with it. Hopefully they won't end up with something as bad as the SC3 plot...
5  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 13, 2004, 03:26:42 am
You know, not all these ideas are mutually exclusive... it would be fun to have a game with a huge, tangly plot that takes literally hours and hours of time to unravel... with dozens of sectors of space to explore... and a Council whose ideas may not always conflict with yours...

Barring that, Culture20's idea sounds excellent too  Wink

And where's the "The Ur-Quan Conflicts" thing? In the manual? Where can I get a copy of the AoFS-Earth treaty?
6  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 12, 2004, 06:58:53 am
That's a good idea too. Maybe we could have you running around trying to negotiate the creation of a new Council and maintaining the tenuous peace when suddenly... (insert favourite Big Idea here: Orz invade, Precursors return, Dynarri reborn, Incoming Groups reclaim worlds, etc.)
7  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 12, 2004, 04:57:50 am
On the above idea:
How about we have to fight the Orz plot for word domination? "The Ur-Quan Masters II: The Orz Plot." And the Orz have a whole slew of things they can do that we don't know about yet... including perhaps bringing some of their friends in from *below*?

Part of game should include getting better translators so we can finally ask the Orz very specific questions. Obviously the Arliou would play a large role in this plot... *campers* can't destroy *many bubbles* without more information.



And, uh, who are the Faz? Just curious. And I thought the Burxivese were destroyed by the Kohr-ah, so they're really gone.
8  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 11, 2004, 06:00:45 am
Sorry to doublepost, but I had some plot ideas:

-The Alliance is formed into a formal governing body with a Council at the head. It initially consists of the Chmmr, Yehat, Zoq-Fot-Pik, Earthlings, Utwig, Orz, Syreen, Shofixti, and Supox. The Umgah and VUX remain wary of the New Alliance.

-Thraddash (who survived in my game, I'm going to pretend like they did overall, anyhow) establish Culture Twenty. It quickly falls to the Alliance-friendly Culture Twenty-One, based on Pkunk ideas.

-The Pkunk Dynasty of the Yehat is a very influential new member of the Alliance Council, as evidenced by my above point.

-The Ur-Quan are forced into new negotiations by the Alliance where they establish the new "Canon of All Time" doctrine, which is essentially a softened version of the PoNaF that allows species to voluntarily leave the Hirearchy if they so desire. Naturally, they all do. The Hirearchy is allowed into the Alliance on a probationary basis.

-The Slylandro with the help of the Alliance (particularly Chmmr, who after all have the knowledge of the Chenjesu and Mmrnmhrm) construct their first actual starships and develop a method of recording their history chants. They essentially act as record keepers for the Alliance from that point onward.

-The Ilwrath, steered from their course against the Thraddash shortly after the Battle of Sa-Matra, are exiled from the sector.

-The Melnorme mysteriously disappear after observing the first meeting of the new Alliance Council.

-The Council votes to break all slave-shields because of their nature as an emblem of the old Ur-Quan Tyranny (as the old, pre-Canon-of-All-Time Hirerachy is generally known by this time). Thus, the Spathi are forced out of hiding. They don't like this too much but are calmed down by the assignment of a permanent Alliance guard over Spathiwa to protect them from "The Ultimate Evil."

-As it turns out, the Spathi were right concerning "The Ultimate Evil," it shows up on the heels of its Mycon terraformers sometime later. Some new species enters the galaxy, perhaps called the Juffo. The Juffo need a radically different kind of enviroment for their insane expansionistic plans, which is what the Mycon were supposed to do in the first place...

-...but not all is lost. Also re-entering the sector are the Hhonil-er (as I call them, just a working title), an ancient species which was familiar with living Precursors. The Hhonil-er sent the Mmrnmhrm into the sector years ago to prepare for their coming. When they arrive they immediately explain that a great number of species will soon be converging on this part of space, most tantalizingly "the heirs of your Precursors," all coming to reclaim worlds inhabited by their terraforming projects or biology experiments.

-The Alliance must deal with the various Incoming Groups (besides the two one-species units detailed above) as they enter the galaxy and prevent the Juffo from having their way.

-There are rumors of Androsynth scouts again in certain parts of the galaxy... just because the Orz dragged them down to *below* doesn't mean they can't still exist...

-The Druuge side with an Incoming Group (probably not the Hhonil-er or Juffo) in hopes of profiting off their seemingly endless supply of slaves. Thus, they become a "bad guy" for much of the game.

-The Shofixti set up their new homeworld on a planet somewhere in the Gorno constellation. (Sorry, I can't remember where the life-bearing worlds were...)

-The Umgah and VUX both make declarations to the effect that they will maintain their long-desired independance from the council unless the situation with the Incoming Groups becomes too dire.

-So the galaxy is at a short time of peace... at least while they try and weather the storm of the Incoming Groups. The Alliance Council at the start of the game consists of Chmmr, Yehat, Zoq-Fot-Pik, Earthlings, Utwig, Orz, Thraddash, Syreen, Shofixti, Supox, Slylandro, Spathi and Ur-Quan (probationary).
9  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 11, 2004, 05:21:52 am
Is making the best game of 2005 (only two years away, don't you forget) too much to ask? Well, yeah, probably.
10  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Possible to save the Pkunk? on: January 11, 2004, 04:48:20 am
It's okay, I still heartily enjoyed every second of it.
11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Possible to save the Pkunk? on: January 11, 2004, 01:54:30 am
Well, I did cheat for RU and used "strategy guides"...
12  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Plot ideas for a sequel on: January 11, 2004, 01:52:51 am
Wait, the Ilwrath and Thraddash die? They didn't in my game... I guess  the Ilwrath go attack the Thraddash, but the game ended before they actually got there.
13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Possible to save the Pkunk? on: January 11, 2004, 01:10:27 am
Just played the last bit of the game. The Utwig are excellent against the Ur-Quan, against Green especially.
14  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Repetative Newbie Topic on: January 06, 2004, 05:14:16 am
Thank you, Nic.


As long as I'm here... guesst is right. At least at this post. Sorry, It's a pet peeve of mine.
15  The Ur-Quan Masters Re-Release / Starbase CafĂ© / Re: Webcomics on: January 05, 2004, 06:49:30 am
Okay, my mistake. But the other three still stand.
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