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Author Topic: UQM 'Frenzy' Fork: Melee ideas  (Read 19700 times)
HentaiZonga
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #15 on: August 23, 2003, 12:41:40 am »

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i dont htink u should mess with the crew instead of armor. that would completely mess up a bunch of ships


Well, I'm willing to play it out both ways, and see how it goes.

Assuming I DO use armor, here's the values I'm looking at right now:

human - 32
chenjesu - 40
mrmnhrm - 48
arilou - 10
shofixti - 16
pkunk - 20
zokfotpik - 20
syreen - 28
druuge - 32
melnorme - 60
androsynth - 36
yehat - 24
utwig - 36
supox - 16
kzer-ka - 64
kohr-ah - 80
spathi - 48
thraddash - 24
umgah - 32
vux - 72
mycon - 40
slylandro - 16

I'm considering having armor also be distributed front/left/right/back, so that some ships are more vulnerable from the sides, while others are more vulnerable from behind, and so on.

The 'critical system' display will show a red dot (like the battery display) by each system that's damaged. So, for example, if a human ship has taken a hit to its left thruster, you'll see a red blinking dot over the left rear nacelle on the status display, indicating that your left-turn rate is reduced. The frequency of the blinking will indicate the severity of damage.

For the main precursor vessel, this presents an interesting opportunity: Each module can be assigned its own damage rate and effects. Hits to a cargo hold can damage your cargo; hits to a fuel pod can reduce the amount of fuel on board; hits to a crew pod will take off crewmembers. The simpler pods, like weapons, tracking modules, turning jets, and the like, can just be marked 'disabled' until repaired, as above.

It would also be interesting to have different ships handle repair differently - for example, the Druuge and Mycon chould automatically repair damage whenever they use their special ability, the Slylandro whenever they successfully re-charge, and some ships might repair faster if they aren't actively turning, thrusting or firing.

What do you think, Sirs?
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #16 on: August 23, 2003, 02:18:15 am »

Are you planning on staying true to SC1's vision of the alien ships? For example, I seem to recall that three of the six Eluder spheres are decoy spheres (including the main body) and therefore don't contain any crew (or likely any other valuable stuff).
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HentaiZonga
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #17 on: August 23, 2003, 04:03:07 pm »

http://www.wherethesundontshine.net/uqm_frenzy3.zip

Now has much finer rotational control (64 directions instead of 16, although still only 16 animation frames per rotation).

Next comes the armor/crit system, and bugfixing - there's still a few bits of weirdness, like it locking up 30% of the time when you select a Vux ship, and like everything but Melee being screwed up.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #18 on: August 23, 2003, 07:59:21 pm »

#2 and #3 both crash for me after loading 'lbm/status.ani' and 'lbm/activity.ani'.

I'm using entirly zipped content (except the OGG files).

Just a side note, you seem to know what you are doing.  Did you ever think of maybe working on some of the bugs that are in the game.  That way your work/talent can be used by everyone.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #19 on: August 23, 2003, 09:20:57 pm »

What I have to do to get some answers here? Are you ignoring us on purpose?
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #20 on: August 24, 2003, 12:26:52 am »

I think the only person being intentionally ignored here is you, Deep_Trolla.

If you do use armour, remember that not only do the ships need to maintain balance, but they have flavour too. I would suggest upping the Spathi armour by a _lot_ (it should probably be at least up there in the 70s with the VUX, though 85 or more would be better) and reducing crew somewhat. The large crew of the SC2 Spathi probably mostly represented armour and shielding anyway.
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HentaiZonga
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #21 on: August 24, 2003, 02:16:38 am »

hrm. I haven't tried any of this with zipped content... not even sure precisely how to go about it. Wink

apparently, the next file thereafter is starcon.fon - I don't know why it would crash here.
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HentaiZonga
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #22 on: August 28, 2003, 01:43:11 am »

Quote
I think the only person being intentionally ignored here is you, Deep_Trolla.

If you do use armour, remember that not only do the ships need to maintain balance, but they have flavour too. I would suggest upping the Spathi armour by a _lot_ (it should probably be at least up there in the 70s with the VUX, though 85 or more would be better) and reducing crew somewhat. The large crew of the SC2 Spathi probably mostly represented armour and shielding anyway.


Well, actually, I was probably going to handle it a different way - keep the armor at 48 (pretty high, if you look at the scale), but adjust the crit chart so that crew hits are extremely unlikely, since the crew are deliberately placed in the 'least vulnerable' parts of the ship.

The current critical hit charts look something like this:

Human - side hits will damage either turning, batteries, or thrusting; a rear hit will damage either thrusting or the special weapon; a front hit will damage either the main weapon, life support, or the crew.

Slylandro - hits from any angle have an equal chance of damaging any given component.

Orz - Hits from the front will either damage crew or the weapon; hits from the back will either damage the thrusters, the weapon, or the special ability; hits from the side will either damage the turning jets, the batteries, or the life support system.

Spathi - Hits from the front will always damage the weapon; hits from the sides will either damage the turning jets or the batteries; hits from the back will either damage the thruster or the special weapon.

Yehat - Hits from the front will either damage the crew or the special ability; hits from the sides will either damage the weapon or the turning jets; hits from the back will either damage the thrusters, the turning jets, or life support.

Utwig - hits from the front will either damage the crew or the weapon; hits from the side will either damage the weapon or the turning jets; hits from the back

Supox - front hits will damage the weapon or the crew; side hits will damage the batteries or the special ability; rear hits will damage the turning jets or the thrusters.

Chmrr - front hits will damage the weapon or the crew; side hits will damage the batteries, the turning jets, or the special ability; rear hits will damage the thrusters or the special ability.

Pkunk - front hits will damage either the crew or the weapon; side hits will damage either the weapon or the turning jets; rear hits will damage either the turning jets, life support, or the thruster.

Shofixti - Front hits will damage either the batteries or the weapon; side hits will damage either the life support or the crew; rear hits will damage either the thrusters, the turning jets, or the special ability.

Vux - Front hits will damage the weapon, crew, LSS or batteries; rear hits will damage the thrusters or the special ability; side hits will damage the turning jets.

Mycon - front hits have a chance to damage the weapon; rear hits have a chance to damage the thruster. Other than this, hits from any direction have an equal chance of hitting LSS, crew, batteries, or turning jets.

Ur-Quan - front hits damage the weapon or the battery; side hits damage the the special ability, the thrusters, or the turning jets; rear hits damage the crew or the life support.

Kor-Ah - front hits damage the weapon or the crew; side hits damage the battery or the special ability; rear hits damage the thrusters or the turning jets. Kor-ah will have a single crew member, with the remaining 'crew' modeled as increased armor and decreased chance of criticals.

What would be really useful would be a schematic of each ship, showing what goes where. I can conceivably split armor and crits into 16 different pie-slices, instead of just 'fore', 'aft', 'starboard' and 'port'. Anyone willing to work out the location of the following components for each ship would be appreciated:

0. Nothing (no critical)
1. Weapon firing port (weapon damage and accuracy)
2. Weapon loading port (weapon firing rate)
3. Battery recharger (battery recharge rate)
4. Battery storage banks (max battery)
5. Left turning jet (left turn rate)
6. Right turning jet (right turn rate)
7. Main Reactor (thrust speed)
8. Thrust Exhaust Port (thrust speed and accuracy)
9. Special ability subsystem(s) (special ability)
10. Special ability controls (special ability firing rate)
11. Crew (immediate crew damage)
12. Life Support (gradual crew damage)
13. Armor plating (lose one armor point)
14. Bulkhead / Superstructure (hit to all systems)
15. Fuel / Commander (instant kill)
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #23 on: August 28, 2003, 02:27:59 am »

I have an idea. How about changing the weapons critical hit for serveral ships like the terminator, the jugger and anyone who shot more than "one" shot(the jugger shot 6). Instead of destroying the whole weapons, remove 1,2 or 3 firing cannons. Same thing can be done with the koar-ah ship's special ability.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #24 on: August 28, 2003, 02:30:12 am »

P.S The game sounds great without the bugs, but since I can't play it I can't know for sure... Keep up the good work.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #25 on: August 28, 2003, 02:31:15 am »

Another P.S (lol) Is there any chance this mod will be in the offical version?
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #26 on: August 28, 2003, 08:09:40 pm »

I second DJ's idea.

Also, it seems odd that some ships don't damage their crew at ALL. Spathi's engineering ability is pretty intense if they can keep a fusion blast from hurting anyone any of the time... Also, you are missing a few, like the utwig rear.

Also, if the armor plating is hit, and armor is on a scale of 1-100, it seems pretty inconsequential to lose that ONE point. :p
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HentaiZonga
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #27 on: August 29, 2003, 03:18:37 am »

Well, all critical hits ar per point of damage. So an 8-point hit [like the Ur-Quan's main cannon] could conceivably shave of 8 points of armor, or 8 crew, or 3 crew, 2 armor and 3 'absorbed' damage.

The idea is that each point of damage hits *something*, with that something being either armor (no effect), armor:critical (lose 1 armor), weapon (weapon fires slower), weapon:critical (weapon loses damage or range), battery (battery charges slower), battery:critical (battery loses 1 row of max charge), crew (lose 1 crew), crew: critical (LSS hit, lose 1 crew per 30 seconds), etc. etc.

'Armor' is always the first thing checked; if it penetrates, then it checks each of the other systems based on their probability.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #28 on: August 29, 2003, 02:51:15 pm »

Ok, I have finally tested it and I must say: Great Idea!!!!!!!

But... few things need to be repaired first...

1.Mmrhrmn laser is too short
2. Chmmr laser is too long!!!!
3. Earthing are almost unbeatable
4.Menu graphics are damamged
5.Koar-ah F.R.I.E.D got more power than usall, every ship that will touch it will be destroyed.
6. The planet has too much gravity....
7. Hard to control, too fast and hard to menuver. Even the computer has a hard time controling the ship...
8. Orz has endless range...(not sure)
9.Ur-quan fighters die too fast.
10.Auto tracking isn't worth much...
11.The game(not the melee) is a little bit fucked up.
12. Slyndro is backwarded. You press left he move to the right...
13. umgah ship is much weaker. Same range and the special ability speed didn't increase.
14. the shofixi glory device has the same range...
15. The stinger ship weapons has the same range.

Well thats all for now.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #29 on: August 29, 2003, 07:05:11 pm »

Quote

Kor-Ah - front hits damage the weapon or the crew; side hits damage the battery or the special ability; rear hits damage the thrusters or the turning jets. Kor-ah will have a single crew member, with the remaining 'crew' modeled as increased armor and decreased chance of criticals.

It it just me or does this really screw the Syreen vs Kor-Ah matchup (not that it wasn't hard to begin with)?
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