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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Multiplayer Melee cease-fire button  (Read 6883 times)
Death 999
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Re: Multiplayer Melee cease-fire button
« Reply #15 on: September 30, 2003, 01:39:08 am »

Special moves!

- The Utwig dance charges up the battery 1 point if executed close enough to the proper rhythm during victory.
- The Trader can launch balls at a 45° angle if you hold left, then simultaneously right-<release fire button>. This reaiming takes half a battery to use.
- The Earthling Cruiser can use ORION propulsion. Tap forward three times, then immediately fire.  Instead of firing, it drops a nuke out the back, which pushes the cruiser with a higher maximum velocity. This is costs the same as and is on the same reload counter as the main weapon.
- The Androsynth can direct the bubble cloud by activating special while holding fire, then using the direction arrowsand the thrust. However, like the blazer, this continues until you run out of battery -- you cannot accelerate until then!
- The Thraddash can supercharge a Mark 6 blaster shot by tapping fire three times before the second shot reloads, then holding the fire button for a reload cycle. Upon releasing, the shot has half the range and does 3 damage.  The only cost is that of the three shots that would otherwise have been fired.
- Mycon launch a FRIED-like POOF (Protective Orb of Fungus) attack by turning a complete circle, firing (holding the button), and turning the exact reverse circle, then releasing (you do not need to release right away). This is friendly-fire safe.
- Pkunk get super-regeneration for a few seconds if you hit the special key in rhythm with the enemy's comm tune. This attunes your mind to them and enables better insults. It also allows you to hurl continuous streams of molten metal at them for longer periods of time .
« Last Edit: September 30, 2003, 02:18:00 am by Death_999 » Logged
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Re: Multiplayer Melee cease-fire button
« Reply #16 on: September 30, 2003, 02:14:44 am »

Wow, can people read my mind?  A few days before this thread was started, I was kicking around ideas for a new gametype for TW that was more along the lines of a fighting game.  I've only talked with a couple of people about it, but I talked to them before (and I would guess independently of) this thread.  I guess great minds think alike, and our twisted little minds do as well.  Tongue
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Re: Multiplayer Melee cease-fire button
« Reply #17 on: September 30, 2003, 06:53:18 am »

This will probably never be something you can play against the world like battle.net. I expect it to stay between other people someone personally knows, and they aren't likely to spam a cease-fire. With Death999's idea for an unobtrusive flashing border around the enemy portrait, even that won't be a problem.
« Last Edit: September 30, 2003, 06:56:20 am by Shiver » Logged
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Re: Multiplayer Melee cease-fire button
« Reply #18 on: October 01, 2003, 04:43:30 am »

Quote
Special moves!

- The Utwig dance charges up the battery 1 point if executed close enough to the proper rhythm during victory.
- The Trader can launch balls at a 45° angle if you hold left, then simultaneously right-<release fire button>. This reaiming takes half a battery to use.
- The Earthling Cruiser can use ORION propulsion. Tap forward three times, then immediately fire.  Instead of firing, it drops a nuke out the back, which pushes the cruiser with a higher maximum velocity. This is costs the same as and is on the same reload counter as the main weapon.
- The Androsynth can direct the bubble cloud by activating special while holding fire, then using the direction arrowsand the thrust. However, like the blazer, this continues until you run out of battery -- you cannot accelerate until then!
- The Thraddash can supercharge a Mark 6 blaster shot by tapping fire three times before the second shot reloads, then holding the fire button for a reload cycle. Upon releasing, the shot has half the range and does 3 damage.  The only cost is that of the three shots that would otherwise have been fired.
- Mycon launch a FRIED-like POOF (Protective Orb of Fungus) attack by turning a complete circle, firing (holding the button), and turning the exact reverse circle, then releasing (you do not need to release right away). This is friendly-fire safe.
- Pkunk get super-regeneration for a few seconds if you hit the special key in rhythm with the enemy's comm tune. This attunes your mind to them and enables better insults. It also allows you to hurl continuous streams of molten metal at them for longer periods of time .


Good ideas, and I like them.

What I had in mind was a bit different, tho. Have you played Street Fighter Zero or Marvel vs Capcom. In these games the characters have a "power" meter that powers up (3 levels) based on how many hits you land and how much damage they do. Then you can release the power meter (little bits or all at once) in a spectacular frenzy attack that, if the enemy isn't blocking, will deal massive damage and rack up the combo counter.

Aplication in StarControl may be difficult because enemy ships can't "block" (with the exception of Utwig or Yehat) causing any spectacular special move to be a guarentee of damage, making balancing an issue. While for small ships like the pkunk or shofixti, dealing out one of these could turn the tide of a poorly faring battle, but for a larger battle ship like the Chmmr or Ur-Quans could make an already bad situation worse for the defending ship.

Perhaps this could be done like Golden Axe's Magic system where different ships need to collect much more power before even they're first special attack would be available.

I, of course, have a few "spectular" specials I've thought up:

Androsynth Bubble Blast - The androsynth goes to commet mode and flys directly at the enemy ship, leaving a trail of bubbles. When it arrives it slams into the enemy ship, entering and exiting the screen repeatedly. When it's done there is a cloud of bubbles surrounding the pummeled enemy ship.

Druuge Super Cannon - For a period of 3-5 seconds, the Druuge freezes in space, is invincible with an increased turning rate and fires a sustained blast from it's cannon that crosses the whole length of the screen.

Pkunk Light of the Universe - Space lightens, the heavens open, and the Mormon Tabernacle Choir hold a sustained E-Minor as the enemy ship is bombarded with shafts of light lancing through them, ending in a blinding flash.

Chmmr Satelite attack - The game freezes as the Chmmr's Satelites detach and quickly make a beeline for the enemy, surrounding them and zapping the he11 out of them.

Syreen Aria - The Syreen captian enters into a beautiful song that had everone on the enemy ship, even the captian, abandoning their ship for space. The captian, now floating in space, must swim back to his ship free floating in space(hitting any button repeatedly. No stearing necessary) before the Syreen can take full advantage of the oportunity.

I'm sure I've got more, but I gotta go.
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Re: Multiplayer Melee cease-fire button
« Reply #19 on: October 01, 2003, 05:43:55 am »

My suggestions were jokes. By including things like that the game has become much more elaborate than the SC battle system, losing much of its elegance and straightforwardness -- IMO, the skill should lie in tactical positioning rather than key combinations.
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Re: Multiplayer Melee cease-fire button
« Reply #20 on: October 01, 2003, 08:43:20 pm »

About the cease-fire button...

Why not have one for each player?  Player 1 presses his button, and the "cease-fire" light turns on next to his portrait.  Subsequent presses cause the light to toggle off and on.  Both ships would warp out (a cease-fire) only when both players have pressed their cease-fire buttons (both cease-fire lights are on), and 10 seconds have passed (assuming no subsequent presses of the cease-fire button).

Cease-fire would be consensual (no, not in that sense), and spamming would be useless, as it only toggles cease-fire on and off for you.

Just a thought (might be impractical to implement, though), why not have the ships be reusable, but in the state that they left combat?  In other words, an Utwig would NOT regain battery power, a Chmmr would not regenerate zap-sats, a Mycon would not regenerate crew...
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Re: Multiplayer Melee cease-fire button
« Reply #21 on: October 01, 2003, 09:04:06 pm »

You know, concerning the cease-fire button, that's what they escape button is for. (It's not implimented yet in the Super-Melee, but it could be.) If you're that desprate to get out of the battle, then get out.

I know you're talking about making some sort of consencioual dual-escape, but doing so should be comepletly by conversation. "Dude, this is taking to long." "Wanna bail and try another combo?" "On three..."
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Re: Multiplayer Melee cease-fire button
« Reply #22 on: October 02, 2003, 07:36:25 am »

Actually a Mortal Kombat kind of game would be a fun branch for post 1.0 I would think  Smiley
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Re: Multiplayer Melee cease-fire button
« Reply #23 on: October 02, 2003, 08:38:32 pm »

There's a helluva fork, UQM Street Fighter. Watch the Kzer-Za or Kohr-Ah get a 20 hit combo in one attack with all it's arms. The Umgah would average anywhere between 4-10 per attack, but it'd be hard to move with them. Chmmr would just electrify their opponents, and the Spathi would sweat all over them.

One game where the Thraddash would actually kick some butt. Tongue
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Re: Multiplayer Melee cease-fire button
« Reply #24 on: October 02, 2003, 08:59:24 pm »

Nice idea  Tongue

But what about our beloved human? He will get kicked like nothing! He doesn't stand a chance against 20 hit combo ur-quan, exploding shofixi and the THRADDASH! Not to mention the flying yehats will be a challenge too...

I want to see talana using the knife (it is about time!) Grin
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Re: Multiplayer Melee cease-fire button
« Reply #25 on: October 02, 2003, 09:58:09 pm »

The Mycon could regenerate HP too, and probably breathe spores or launch some sort of plasma as a special attack.

Man, human's would be getting whupped. Maybe if we had grenades or something...
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Re: Multiplayer Melee cease-fire button
« Reply #26 on: October 03, 2003, 12:40:34 am »

Just put Van Dam character + m60 on one hand and m4a2m203 on the other hand and the human is just fine Cheesy
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Re: Multiplayer Melee cease-fire button
« Reply #27 on: October 04, 2003, 04:16:41 am »

Quote
Just a thought (might be impractical to implement, though), why not have the ships be reusable, but in the state that they left combat?  In other words, an Utwig would NOT regain battery power, a Chmmr would not regenerate zap-sats, a Mycon would not regenerate crew...


What if a match had only one ship left for each side and the remaining ships happened to be Spathi and Yehat? A cease-fire that puts the two ships back in your fleet would not remedy the problem, while the "banishment" style would end the match in a draw.
« Last Edit: October 04, 2003, 04:18:03 am by Shiver » Logged
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Re: Multiplayer Melee cease-fire button
« Reply #28 on: October 04, 2003, 04:49:49 am »

If there are no ships in either person's fleet, then it could enforce banishment, whether or not it's banishment or repopulation for the other cease-fire situations.
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Re: Multiplayer Melee cease-fire button
« Reply #29 on: October 04, 2003, 07:20:55 am »

Culture20, that sentence is worded so strangely it just sucks. Until you figure out what it means. That is a great idea.

Rephrased (yes, I edit more posts than I leave alone): If both sides agree to a cease-fire, then their ships go back into their respective fleets to be chosen again later. If both sides have only the ship they're piloting left, then the match is a draw.
« Last Edit: October 04, 2003, 07:27:06 am by Shiver » Logged
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