The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
August 17, 2022, 10:38:12 pm
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Plot ideas for a sequel
« previous next »
Pages: [1] 2 3 ... 8 Print
Author Topic: Plot ideas for a sequel  (Read 21629 times)
Scanning_Anomaly
Zebranky food
*
Offline Offline

Gender: Male
Posts: 17


The Path of Now and Until Next Tuesday


View Profile
Plot ideas for a sequel
« on: December 31, 2003, 11:47:14 am »

There seem to be a LOT of threads that have (mostly off-topic) ideas for a sequel, if one ever gets made.  How about putting them in their own thread?  

IF and WHEN UQM is finished, what kind of sequel would you like to see made?  Assuming the same game engine as now, what kind of events would there be?
« Last Edit: December 31, 2003, 11:47:31 am by Scanning_Anomaly » Logged
Scanning_Anomaly
Zebranky food
*
Offline Offline

Gender: Male
Posts: 17


The Path of Now and Until Next Tuesday


View Profile
Re: Plot ideas for a sequel
« Reply #1 on: December 31, 2003, 11:59:39 am »

The Chmmr: The Chmmr all but said that their new merged species was dangerously unstable.  Could this mean insanity, or just pain and distraction?  What could this mean for the Alliance?

The Ur-Quan: The Ur-Quan have been defeated, but not eradicated.  Many in the Alliance want the Ur-Quan completely gone, and are willing to cheat and lie to destroy them.  On the flip side of things, the Ur-Quan have to face their own Doctrinal Struggle - perhaps with a new doctrine?  Meanwhile, the rest of the galaxy is full of slave-shielded planets that must be found and restored - and possibly other Hierarchy thralls in other sectors!  Go the other direction and look for the remnants of civilizations...

The Yuri, the Drall, the Mael-Num and the Taalo: Only the Taalo (and the Melnorme?) showed up in any way in Star Control 2 - but there were tantalizing hints about both races that could be more fully fleshed out.  ARE the Melnorme the Mael-Num, and if so, what ARE their "potentially ominous long-term plans" they refer to?  Are the Taalo really dead, or are the Orz hints about them "playing in *time*" true?  Can they be revived, or contacted somehow?  There are still the Yuri and the Drall's burned home planets to find, and the original homeworld of the Dnyarri - and Ur-Quan.  For that matter, how about time travelling back into the past somehow to stop the Dynarri from taking over the Sentient Milieu?

The Orz: There was a lot of potential in this other-dimensional Intelligence.  They said that soon we would be connected - like the Androsynth had been - and that they could pull us into other levels, like they had tried to do with them.  Since we HAVE to ally with them in the game to get the Taalo device (er, spoiler, er, oops) what does this mean for the future?  

The Ilwrath and Thraddash: Are they dead, or just greatly diminished in power?  

The Shofixti: While the Yehat may have adapted smoothly to their new, peaceful queen, how do their uplifted children, the Shofixti, feel about this change?  What could friction between the two mean?  And meanwhile, the Shofixti desperately need a new home planet before they outbreed the starbase's available space...

The Mycon: These organic robots still have a purpose, as twisted as it may be.  What happens if they accomplish it?  Or can they be fixed (ala Star Control 3)?  And what the HECK is Juffo-Wup?  

The New Alliance of Free Stars: There must be a lot of friction here, as described in the opening of Star Control 3.  How do the victorious members of the New Alliance treat the Hierarchy thralls?  Would they give them votes?  Would it be like the aftereffects of the U.S. civil war?  Lots of potential here.
Logged
Deep-Jiffa
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1045



View Profile
Re: Plot ideas for a sequel
« Reply #2 on: December 31, 2003, 12:23:25 pm »

I don't think here is the right place to post ideas for a sequel. There is another project called "timewarp", a sequel to sc2 which replaces sc3.
Logged

Deep Jiffa Owns j00!
Sage
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 234



View Profile WWW
Re: Plot ideas for a sequel
« Reply #3 on: December 31, 2003, 05:09:04 pm »

Correction: Technically, you don't have to ally with the Orz to get the Taalo shield. You can fight the guards of the shield world to get it, as well. Though I've never actually done this myself, since, for me, it makes no sense to add problems.

Though I may have something or other to contribute (having done a lot of writing in my youth inspired by SC2), I much prefer simply reading these topics.
Logged
Scanning_Anomaly
Zebranky food
*
Offline Offline

Gender: Male
Posts: 17


The Path of Now and Until Next Tuesday


View Profile
Re: Plot ideas for a sequel
« Reply #4 on: December 31, 2003, 05:13:06 pm »

Quote
I don't think here is the right place to post ideas for a sequel. There is another project called "timewarp", a sequel to sc2 which replaces sc3.


I'm sorry, I assumed that it was okay because of all the other threads that had ideas...where can I find this Timewarp project?

Logged
Deep-Jiffa
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1045



View Profile
Re: Plot ideas for a sequel
« Reply #5 on: December 31, 2003, 05:16:06 pm »

You can post here if you want, but if you post there you might get your ideas in the game(not that I know much about what they are planning...). Errr  I think it is www.time-warp.com?
Logged

Deep Jiffa Owns j00!
Scanning_Anomaly
Zebranky food
*
Offline Offline

Gender: Male
Posts: 17


The Path of Now and Until Next Tuesday


View Profile
Re: Plot ideas for a sequel
« Reply #6 on: December 31, 2003, 05:28:29 pm »

Quote
You can post here if you want, but if you post there you might get your ideas in the game(not that I know much about what they are planning...). Errr ¬ I think it is www.time-warp.com?

That leads to an online comic book store.  On the other hand, www.timewarp.com leads to an online clothing store, which is MUCH more useful...um...wait.  Okay, I'm still lost.
Logged
Deep-Jiffa
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1045



View Profile
Re: Plot ideas for a sequel
« Reply #7 on: December 31, 2003, 05:35:58 pm »

I think Here will be the right place to get to timewarp.
Logged

Deep Jiffa Owns j00!
FalconMWC
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1059


Avatar Courtesy of Slyrendro


View Profile
Re: Plot ideas for a sequel
« Reply #8 on: December 31, 2003, 08:58:47 pm »

The website did not seem clear - does timewarp have their timeline together??? All I see is the end of the Ur-quan Masters and it says:

"You must be wondering about TimeWarp's plot by now aren't you?
Well we aren't going to tell you anything yet! Har Har Har! TimeWarp's adventure game will be developed as a full fledge alternative sequel to Star Control 2: The Ur-Quan Masters. "  

If it is not out now when are they suppose to bring the full game out (Storyline and all).  I don't care if it is the beta version.
Logged
Deep-Jiffa
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1045



View Profile
Re: Plot ideas for a sequel
« Reply #9 on: January 01, 2004, 12:03:39 pm »

"Timewarp" project is the replacement for sc3. It is a similar project to uqm, "Reviving" the game. The diffrence is that in "TimeWarp" they replace a "bad" part of sc(sc3) and they are doing it from scratch. Meaning, they don't have a plot right now. If you want to effect on the plot go to their forums and suggest stuff.
Uqm on the other hand, just "remix" the game. No new plot, no new engine just making it better.
Logged

Deep Jiffa Owns j00!
guesst
Enlightened
*****
Offline Offline

Gender: Male
Posts: 692


Ancient Shofixti Warrior


View Profile WWW
Re: Plot ideas for a sequel
« Reply #10 on: January 01, 2004, 07:23:07 pm »

Quote
"Timewarp" project is the replacement for sc3. It is a similar project to uqm, "Reviving" the game. The diffrence is that in "TimeWarp" they replace a "bad" part of sc(sc3) and they are doing it from scratch. Meaning, they don't have a plot right now. If you want to effect on the plot go to their forums and suggest stuff.
Uqm on the other hand, just "remix" the game. No new plot, no new engine just making it better.


Actaully, those on the "team" will tell you that they have a story line, with undivulged secret secrets from straight from interviews with FF & PR3. However, you're right that the timewarp engine has no way to impliment them at the moment, what with Timewarp in a constant state of not-yet-ness. So those secret secrets will remain enigmas, wrapped in mystery, lovingly hidden in the unseen depths of secrecry.
Logged

A new game and it's code each week. Please visit Cymon's Games
Deep-Jiffa
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1045



View Profile
Re: Plot ideas for a sequel
« Reply #11 on: January 01, 2004, 09:54:53 pm »

Glad to know...You talk like you know something, don't you?
Logged

Deep Jiffa Owns j00!
Chrispy
Enlightened
*****
Offline Offline

Gender: Male
Posts: 917


Vlik Dweller


View Profile
Re: Plot ideas for a sequel
« Reply #12 on: January 02, 2004, 01:56:52 am »

im not very impressed by the fact that they havnt released anything about the full game.
the melee has developped nicely though.
Logged

Deep-Jiffa
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1045



View Profile
Re: Plot ideas for a sequel
« Reply #13 on: January 02, 2004, 03:03:03 am »

The computer AI sucks big time. At least they have multiplayer session!
Logged

Deep Jiffa Owns j00!
Chrispy
Enlightened
*****
Offline Offline

Gender: Male
Posts: 917


Vlik Dweller


View Profile
Re: Plot ideas for a sequel
« Reply #14 on: January 02, 2004, 03:10:20 am »

all the new ships suck. another reason why im not looking forward to the full game
Logged

Pages: [1] 2 3 ... 8 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!