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Topic: PC port of Genesis SC1, maybe? (Read 17506 times)
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Nic.
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When they were originally putting Star Control together, they had starbases that could "fight back"; they dropped them from the final game because it wound up being "not very fun".
Graphics for them can be found here.
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NECRO-99
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Androsynth Combat Tactics Specialist
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Speaking of the Kohr-Ah in previous posts, would there be neutral sides?
-The Kohr-Ah working with the Kzer-Za has about the same chances of a snowball staying in snow form in HELL. They're dangerous enough as-is.
Hey... Playing the game from the Kohr-Ah point of view would kick. They'd have their own starbases, mines, colonies, etc. Just shred whatever gets in the way. Immolation - Turn a Life World into a Dead World. There's the ticket for the no-other-sentients.
-Maybe you could buy off the Druuge ships for crew if you met them in orbit around a world...
-The Melnorme, for the proper amount of Starbucks, would show your opponents forces (were it to be changed to where you don't see what your opponent is doing unless they're at adjacent stars, I like this idea personally), or, they could sell you precursor stuff but at relatively outrageous prices.
-Slylandro...I bet they'd join the NAFS if they could, so you could potentially add the Gas Giant type of planet and have them colonize there. Useless, but an idea. Also, could have random encounters w/ Probes @ planets. How bad would THAT suck.. you've got one ship left, a Scout, lets say, and you're moving to a Life World to colonize when BAM! It'd sure make people be a lot more careful about long-distance travel.
Also noted, the NAFS has a helluva lot more ship-types than the UQH, so potentially give the UQH ships more abilities.
Umgah: aforementioned "Prank-Bomb" or somesuch.
VUX - Orbital Limpet Curtain: Any Non-UQH ships passing through would have their speed/turning reduced by half for the next fight they entered, and it would cost extra for them to move. Takes 2 turns to deploy a curtain.
Thraddash - Afterburner: Use the Afterburners for transit in Hyperspace, making their cost for movement next to nothing, but would start them in combat with a depleted battery.
Ilwrath - Cloak: The Ilwrath could bypass ships (not fortifications) without worry as long as it was cloaked. It'd take up it's turn to cloak, and to decloak. It could not attack while cloaked.
Mycon - Conversion: Turn a Green World into a Mineral World with the proper application of a Deep Child. Would take 3 turns, just like building a mine.
Just some ideas.
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I love being a clone. Everything I do bad gets blamed on the real me!
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Mormont
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I love YaBB 1G - SP1!
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Whether or not the Kohr-ah would join the Kzer-za is not exactly the point. In supermelee you can have Utwig and Supox fight - and is that realistic? I think it would be a lot more fun if you let each player set up a team of ships they could build. Of course, for story-oriented scenarios you could force certain preset teams like with SC1. For example, Total War (everyone gets a full fleet and no starbase) and Escalation (just a starbase) would work well with custom-made teams. Onslaught (where six Ur-quans attack the alliance) and Exterminate (where a lone Dreadnaught attacks a shofixti base) wouldn't really be the same with custom teams, so those scenarios would have preset teams.
BTW, the Thraddash and VUX abilities sound way too good, and with the Ilwrath cloaking it would be very easy to prevent either side from winning. The Mycon already have a special ability.
I'm actually considering writing a strategy mode-type addon. I'm not sure about it yet though, so don't get your hopes up.
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« Last Edit: October 28, 2003, 01:41:45 am by JWJ »
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Lukipela
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The Ancient One
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Mwah, your Padawan has outdone you. I'm on your side, I'm arguing against Spurk, and all at the same time, I'm counterpointing your note about how it would suck to have all the ex-colony worlds be devastated into grey, lifeless hulks. I, personally, ENJOY the concept of turning blue, beautiful worlds into steaming ash. Doing it with a joke is just an even better way of accomplishing this.
Bah, youngsters tody. Give them a couple of measly force powers, and they think they rule the galaxy. Upstarts.
As for the prank - dead world thingy, I'm not arguing against it, I'm merely pointing out that this would make it more balanced, sort of an ability you could use just to breach defenses, but which will leave you with pretty useless worlds...
JkWJ, this strategy mode type adon thiong your considering, any details clear yet? You gonna do a SC1 type map, or (as suggested in the oold thread) will we somehow be playing with part of the HS map and systems?
Thje idea with both preset missions and customizable ones where you picvk teams yourself is good, that makes for varying gameplay, as realistic as you want it to be.
Special abilities for other Ships...
Supox - Once a Supox has visited a life world, it's automatically a colony, since you can grow any amount of Supox in the wild.
Arilou, able to move through "hidden Pathways"
This said, all ships should NOT have a special ability, that simply makes it too much of a good thing...
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What's up doc?
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Mormont
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I love YaBB 1G - SP1!
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I dunno about that Supox ability, seems REALLY good and very overpowered. I mean, in sc1 it took a ship 3 turns to colonize a world! One thing I was considering was that they could colonize dead worlds, but it would take a long time. This would be more balanced. Remember, Arilou already have an ability - they ignore fortifications. Ur-quans by contrast are trapped by them but destroy them at end of turn - there's a subtle but important difference. The Umgah prankster ability sounds like a good one though.
I was thinking about something similar to SC1's strategic mode. I would probably start out by rebuilding the Sc1 Alliance vs. Hierarchy mode (without that stupid rotating starmap of course), then add in custom teams, the SC2 ships, and maybe a couple of other improvements. The only really major problem I can see in the programming is integrating it with the game engine. Right now I'm working on a proto-type program that connects random circles with lines, to help me figure out how to do the star connections.
I agree about too many abilities. We don't want all the ships to have them.
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« Last Edit: October 28, 2003, 06:16:37 am by JWJ »
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guesst
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Ancient Shofixti Warrior
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I agree about too many abilities. We don't want all the ships to have them.
Yes we do. All SC1 ships had them. Some were just subtle, but all were approprate, and generally balanced. The last point, balance, is one reason why I think some of these ideas may not work.
Also, you gotta think of storyline here. It's okay to give one ship an overpowered special if they will only rarely show up in the missions. Maybe I should sit down and write out my story ideas so far. I've done a bit on the boards alread, but if you like them they may give you ideas. (And if you hate them then .. then.. badword YOU.)
Wait a minute...
(without that stupid rotating starmap of course)
What! WHAT!!! I .. *spat* *spudder* I ... this is out hope for getting this project done?! You can't... you... don't you dare! [/rightous indegnation]
Okay, man, all joking aside. If you aren't going to impliment the rotating 3-d starmap, I hope someone else comes in and does. That was esental to the experience. I don't mind there being a 2-d/3-d option, and even a visible/invisible starpaths option (apporpiate to either 2-d or 3-d). But I need my 3-d rotating starmap!
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« Last Edit: October 28, 2003, 04:38:23 pm by guesst »
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Culture20
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Thraddash Flower Child
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I'm pretty sure JWJ was refering to this (From SC1 manual):
Strategic Ship Powers Four of the 14 vessels in the game possess special strategic powers: Ur-Quan Fort Destruction A single Ur-Quan vessel is able to destroy fortifications by itself, without besieging. To do so, an Ur-Quan must simply end its turn at an enemy fort. Mycon Crew Regeneration Mycon ships regenerate crew after each battle. Once a battle is concluded, and play returns to the Fleet Command View, a Mycon ship regains its full crew complement. Arilou Fortifications Immunity The Ariloulaleelay have the remarkable ability to use their Skiff's hyperdrive shunt to pass through enemy fortifications. Syreen Crew Replenishment The Syreen, barred from recruiting normally, can nonetheless add crew to their Penetrators by conquering enemy colonies and seizing residents. Doing so raises the Syreen's crew complement to its maximum.
Note that the strategic powers of Ur-Quan/Arilou and Mycon/Syreen are very similar to each other, and they are all passive powers.
In TW's TACT documents, it has been suggested that there should also be usable strategic powers (like the umgah trick above). Some ships would possibly posses both a passive and usable power (Kzer-Za Fort Destruction, Kzer-Za Slave-Shielding; Mycon Regeneration, Mycon Deep-Child implantation), some old ships were given new strategic powers that worked in new terrains (Earthlings are immune to asteroid fields due to their PDLs), or were outright added (Umgah Zip-back; it can retrace its path at end of turn). I suppose it's time for me to start working on TACT again. It's too bad JWJ doesn't like TW's melee (or the 3D starmap), it'd be nice to have some more programming help.
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« Last Edit: October 28, 2003, 08:13:13 pm by Culture20 »
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