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Author Topic: something to add to future UQM versions.  (Read 2354 times)
Azolero
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something to add to future UQM versions.
« on: November 14, 2003, 02:46:33 pm »

when I have a ship I could build and suddenly no more captains arrive and I sell that ship I should be able to build it again.(I know you might not understand this so I should make it simpler)
You have 3 spathi ships.
the spathi put on the shield and the supply of commandrs ceace.
you scrap 1 spathi ship.
the commander stays with you since he has nowhere to go.
you can then build a spathi ship putting that commander in it.
logical-no?
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AnonomouSpathi
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Re: something to add to future UQM versions.
« Reply #1 on: November 14, 2003, 05:24:00 pm »

I'm guessing no one told you about the NAoFS's 'going down with the ship' policy, which means that any time you decommission a ship, the captain is also decommissioned.  And probably recycled.  
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Re: something to add to future UQM versions.
« Reply #2 on: November 14, 2003, 06:59:42 pm »

it's a great Idea,but I doubt they do it.
what the drugge ask for in exchange of their ships/artifacts/foul seems really nice comparing to the fact that captains are being recycled.
if hays is so angry at deals with the druuge then he won't allow captain recyvling at all.
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Nic.
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Re: something to add to future UQM versions.
« Reply #3 on: November 14, 2003, 07:41:07 pm »

I think the opposite would be better - when you lose the ability to make another race's ships, you lose all of the ships of that type in your escort fleet, along with any crew aboard, with a message in-game that says that the ships have broken out of formation and disappeared.

e.g.:
  • The Thraddash claim that they "must leave to defend their homeworld", and all escorts disappear.
  • The Spathi similarly "just up and vanish", (yes, including Fwiffo) leaving you in the lurch
  • If you make the Orz *frumple* to the point of *dancing*, any members of your fleet join the opposing attack fleet

Note that this has the potential to be quite "not fun", especially if you spend thousands of RUs on an escort fleet, and they all up and walk away in the middle of a game (or turn around and attack you!).  As such, I wouldn't recommend putting anything like that into the game, but I also think it makes more sense than your proposal; for instance: if all the Spathi on the starbase bugged out and went home, why wouldn't those in your escort fleet do the same?  Arguably, they have greater means to do so at their disposal than the "shipless" Spathi on the starbase.
« Last Edit: November 14, 2003, 07:57:42 pm by Nic. » Logged
Shiver
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Re: something to add to future UQM versions.
« Reply #4 on: November 14, 2003, 09:15:15 pm »

Quote
If you make the Orz *frumple* to the point of *dancing*, any members of your fleet join the opposing attack fleet.


The game already does this. I'm about 80% sure since it was a while ago.

Quote
Note that this has the potential to be quite "not fun", especially if you spend thousands of RUs on an escort fleet, and they all up and walk away in the middle of a game (or turn around and attack you!).  As such, I wouldn't recommend putting anything like that into the game, but I also think it makes more sense than your proposal; for instance: if all the Spathi on the starbase bugged out and went home, why wouldn't those in your escort fleet do the same?  Arguably, they have greater means to do so at their disposal than the "shipless" Spathi on the starbase.


I would be willing to play with that in effect, but I've already beaten the game umpty-nine times. A newbie would most likely start flailing his arms and shrieking if Fwiffo got up and left since the game is already difficult for most to win on their first try.
« Last Edit: November 14, 2003, 09:18:54 pm by Shiver » Logged
Nic.
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Re: something to add to future UQM versions.
« Reply #5 on: November 14, 2003, 11:04:20 pm »

Hey, neat.  If you anger the Orz, your escorts leave.  I guess I never noticed that, because I never build Nemesis ships (too much crew attrition for my tastes) never make the Orz *frumple* (why pick a fight when you don't have to?) and never really poked around in the Orz comms code.

So, does this fact weaken my argument or further it?  Wink
« Last Edit: November 14, 2003, 11:34:40 pm by Nic. » Logged
Deep-Jiffa
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Re: something to add to future UQM versions.
« Reply #6 on: November 14, 2003, 11:14:43 pm »

It is a nice idea but I think the game is good as it is right now.
-The nemesis ships leaves you so everything is good.
-About the Thraddash, I don't know if "leaving you for protecting home" is true. Maybe they prefer to stay with their "mighty teacher" (remember you get the "title" when you ally with them ) and expect him to do something to help the students. But then again, they are your escorts and they know that YOU are the one who sent the Illwrath to destroy them. But then again they are happy they have someone to fight against... Confusing huh?
-Only fwiffo is a problem, is he? All spathi left starbase because they got the messege. Fwiffo(and other spathi ships) that was/were with you didn't get the messege and they are stuck with you.

So I think the game is just fine as it is. Nothing is wrong.

Just my 0.02 NIS.
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mike guthrie
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Re: something to add to future UQM versions.
« Reply #7 on: November 27, 2003, 02:12:42 am »

This is somewhat from memory, so please forgive any discrepancies.

I recall befriending the Thraddash then stealing the aqua helix, with out being caught. At that point I know I could still build torch ships. However I believe that even after I sent the Ilwrath to fight the Thraddash, ( i did not send thraddash to fight the Kohr-ah) and both races were wiped out, I could still build torch ships.

Also, I noticed in a picture from my original dos manual (long ago) a cloaking device. Recently, while trolling for recent walk throughs I found a mention of that picture, but the author also had not found it. I read in another thread that it may be in the viscenity of the 458x492/860.7x15.1 quasi space portal, but got the impression from the thread that some people were just putting a guy on, selling him a bridge. I did some searching long ago, but don't remember the details of that search. And, I did some searching recently. 1. the surfaces of both thraddash and ilwrath homeworlds, post annighlation. 2. for an invisible planet at groombridge 3. the surfaces of cameleonis constellation planets. 4. have theorized of an invisible star, in hyperspace or quasispace (theoretically best named groom lake)  Tongue

Although I suspect this was an item that was cut prior to release, I'd like to know if any remnent of it still exists in the source. Is it really out there waiting to be found? If not, may we consider adding it to future versions? How will/does it work...PDLs already take up the special key for the flagship, unless not installed. Perhaps it could be hyperspace cloaker, preventing detection/interception in hyperspace. perhaps extending into in solar system flight, unless you intercept a ship (on purpose or accedentally). Perhaps the use of hypercaster to call the melnormae gives away your position and you could be intercepted for period of time (sheilds light up like a christmas tree, courtesy of star trek)

Is anybody else aware of this or am I screaming FIRE in a japaneese theater?

Mike Guthrie
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Re: something to add to future UQM versions.
« Reply #8 on: November 27, 2003, 04:38:23 am »

i believe the cloaking device was thrown out in the last minut of putting sc2 together. ive also heard that the MAKERS really wanted to be more than the illwraths cloaking device, but that idea didnt work out either. so sorry, but there is no cloaking device. i wish there was one, i do like, not being seen. Stealth Mode on...

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« Last Edit: November 27, 2003, 04:40:35 am by DEFIANT » Logged
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