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Author Topic: UQM 'Frenzy' Fork: Melee ideas  (Read 19875 times)
Death 999
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #30 on: August 29, 2003, 09:13:03 pm »

Well, Syreen effectiveness is way off period... this is merely an extreme case.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #31 on: August 30, 2003, 12:56:21 am »

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

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


Well, it is a work-in-progress

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1.Mmrhrmn laser is too short


Agreed. Should probably about 4x its current range

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2. Chmmr laser is too long!!!!


Possibly, but I think it's about balanced, compared to say the human or the ur-quan.

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3. Earthing are almost unbeatable


Yes. I'm going to adjust the damage rating to be much less further out, but still incredibly high for point-blank explosions.

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4.Menu graphics are damamged


Yeah, I'll figure that out as soon as I fix the melee play; it's because I changed from 320x240 internal to 640x480 straight through.

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5.Koar-ah F.R.I.E.D got more power than usall, every ship that will touch it will be destroyed.


Yeah, I doubled the number of puffs in the ring; perhaps I should halve the damage to compensate.

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6. The planet has too much gravity....


This IS annoying. I should probably diffuse it somewhat.

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7. Hard to control, too fast and hard to menuver. Even the computer has a hard time controling the ship...


This is true for some of the faster ships, like the Pkunk, but you DO get used to it. I've since made turning a more gradual process; I'll re-release this weekend.

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8. Orz has endless range...(not sure)


Their main cannon, or their marines?

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9.Ur-quan fighters die too fast.


This has been a source of difficulty all week. I hope to have this fixed by the next release.

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10.Auto tracking isn't worth much...


Every few changes either makes it too powerful or too weak. I still haven't found 'just right' yet, but since I'm currently just testing in Melee, I'm not too worried just yet.

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11.The game(not the melee) is a little bit fucked up.


Yes, EXTREMELY. I'm pretty sure I mentioned when I released it to ONLY play in Melee until I get the hyperspace bugs fixed.

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12. Slyndro is backwarded. You press left he move to the right...


Oddly enough, I thought it was ALWAYS like that. Can I get confirmation from someone else?

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13. umgah ship is much weaker. Same range and the special ability speed didn't increase.


Yeah, I should really at least increase their backwards acceleration.

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14. the shofixi glory device has the same range...


Agreed. It should do about 4x its current range.

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15. The stinger ship weapons has the same range.


Yep. Of course, I never play these guys anyways, so I missed it. I'll have to extend their weapon range, but I'm not sure if it's even possible to extend their special ability range.

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Well thats all for now.


Thanks! This was EXTREMELY useful.
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Deep-Jiffa
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #32 on: August 30, 2003, 02:07:34 am »

Here is another one brent, but I think you should fix it in the end. The sa-matra fireballs are crazy! You must x2/3/4 the turning rate of the fireballs. Btw: Once my mmrhrmn (in x-form) couldn't move. Is it your damaging system or a bug? If it is your system the pkunk don't "heal" the damage immidiatly after they return to life.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #33 on: August 30, 2003, 03:46:53 am »

It has to be a bug; my damage system isn't implemented yet.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #34 on: August 30, 2003, 06:06:52 am »

I have one suggestion, probably not very useful in combat, but a nice touch of realism: when missiles run out of fuel, they don't disappear but continue along their last vector until they reach the edge of battlefield.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #35 on: August 31, 2003, 02:20:02 am »

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I have one suggestion, probably not very useful in combat, but a nice touch of realism: when missiles run out of fuel, they don't disappear but continue along their last vector until they reach the edge of battlefield.


Already implemented in the newest version [I hope to release tonight].
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Deep-Jiffa
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #36 on: August 31, 2003, 02:21:11 am »

Me too. What did you changed in the new version?
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #37 on: September 01, 2003, 04:20:20 am »

http://www.wherethesundontshine.net/uqm_frenzy5.zip

New version - all the ships should be playable now.

Still no critical damage, but all the velocities and controls are where I want them. (I might have missed some of the 'minor' ships, but I don't think so)
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #38 on: September 01, 2003, 04:23:20 am »

Ok brent don't leave I am testing it now. ok 50 mb, late brent
« Last Edit: September 01, 2003, 04:29:05 am by Deep_Jiffa » Logged

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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #39 on: September 01, 2003, 10:15:09 am »

Hrm. One odd thing I noticed: The new Shofixti Glory Device graphic is NOT working, and it was before I posted the link. I have NO idea what could be causing this, but I'll look into it.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #40 on: September 01, 2003, 12:35:51 pm »

Ok brave programmer... I have a harsh complaining I mean.. oh nm. Lets get to the point.

I see you have fixed serveral stuff but I found new thing and somethings didn't change. Without adding a word here it is:
1. This one really bugs me. The planet is too strong, it pulls me from no where!!!
2. Odd the chenjesu direct hit only does 6 damage but if the shreds hit you, oh boy... 18 poor crew die.
3.The vux special ability green jiffa is too fast.
4.Mycon plasma missles are too slow.
5.Ur-quan fighters die too fast plus they are too slow
6.Zok-fot-pik ship range still remains the same
7.Same with umgah ship including the speed of the special ability which suppose to make it the second fastest ship.
8.mmrhmhrm laser range suppose to be just like the chmmr range and it is too short.
9.Again, the chmmr range is too long!
10.The skiff ship is too slow same with the probe.

Now the VERY IMPORTANT problems (in my opinion ofcourse)
First, strange that the earthling nuke doesn't do two things. a. the explosion doesn't hit the earthling ship and b. the hit doesn't "push" the ship like druuge hit does(I think it should).

Second, The Probe ship is still reversed! Since no one will read the list except you ill mark it as red. People please tell brent that the probe ship isn't reversed, thank you.

And finally one of the major problem of your fork. You need to change the shots speed. Some ships that has fast shots but short range(The terminator for example) got long range and became almost unbeatable(especially the terminator). I think you should think about it.  Keep up the good work, one day it will be a great game!

P.S You should join the ur-quan masters team. I am sure they will be glad.
« Last Edit: September 01, 2003, 12:36:35 pm by Deep_Jiffa » Logged

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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #41 on: September 01, 2003, 02:17:31 pm »

Hi Brent,
just a note to confimr Deep_Jiffas' complaint about the probe. if you press left the probe should go left.

Although i appreciate your efforts for trying new ideas in UQM, i do not have the time to play your version. I even had to stop playing UQM, which makes me sad at the time being. Once you've ported your changes on the final UQM1.0 code I will try your version as well, promised!

Greetings from Europe,
Martin
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #42 on: September 01, 2003, 11:35:46 pm »

Hmmm. Just a thought: since Realism is such an important factor of this game, perhaps you could set it up so that there were four "screens", each with a fourth of the planet in the corner, so in the center the planet is massive and huge. Because planets... are big. Like, real big. Implementing it would suck, though. Perhaps you should be able to move around the planet? It would be nice also not to have the shots of weapons like missiles hit the surface of the planet but hit the atmosphere a ways out (later you could put in a blue "atmosphere" haze graphic). Missiles, the mycon plasmoid, most projectiles under 4 damage (the exception being the photon crystal and the fusion-plasma blast, and lasers) would all explode inside an atmosphere. "Ooops" shots accidentally just sorta ramming into the surface always seemed a bit... hmm...

Yes. Also, having ships skip off the atmosphere as opposed to the surface would be a neat touch.

The immediate downside to all of my idealizing here is that the gravity whip would be nonexistant. Well, not true, I suppose you could use it for tangential acceleration.

Is there some way to make the Earthling Cruiser missile proximity fused? I wholly agree with the Earthling making a direct hit and scoring all kinds of whoopass on whatever it's hitting, but i think scoring a direct hit with a nuke on something moving is nigh impossible, and most of the time the earthling nuke would explode some ways away from the target, grazing it with the explosion. Perhaps you could make it explode out to a set distance of arcs to the side, so that things alongside it (or if it came into range while turning) would have it explode, while still allowing for a straight-shot to hit without detonating prematurely? Besides... the nuke would do a ton of damage not only from blast of the nuke, but because of this great ugly missile whacking into you at really high speed.

This, even just from the forums, seems to be a REALLY interesting and exciting project. I really hope to see critical hits implemented, Brent! Go for it.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #43 on: September 02, 2003, 10:40:00 am »

First brent, this game is great! I can see you put hard work in it and I know it will be even better! But lets get to the point. There are few things I don't like in it and things I like. I am sure other people think like me so I have a suggestion. Sure you will need to work more but you don't have to do it. I think there should be an option to disable or to enable any of your feature. Personally I don't like the new speed mostly but I like the idea of the damaging system. I think there should be two types of games: One like you do now and one with the damaging system and the earthling changes only without the chenjesu and the F.R.I.E.D changes(Refering to melee only).

Just another crazy thought.
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Re: UQM 'Frenzy' Fork: Melee ideas
« Reply #44 on: September 03, 2003, 11:50:30 am »

Ok. Found another 2 bugs.

1. I fought with chmmr against koar-ah from close and when I "touched" him the avatar did 180 angles turn.

2. I am not sure it is a bug but the thraddash after burner hot spots move!!!
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