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

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Author Topic: Plot ideas for a sequel  (Read 22405 times)
guesst
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Re: Plot ideas for a sequel
« Reply #15 on: January 02, 2004, 07:09:07 pm »

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


Yeah, that they have secret secrets. That's all I know. A while ago I suggested that they go public with their secret secrets because, quite frankly, they weren't doing anything with me and I got an asertive "Oh yes we are." In the end, however, what they were doing with their secrets were keeping them secret.

Believe me, if I knew any secrets, I'd tell you. I'm of the opinion that "here's something to chew on" and spilling the beans is a better way to have some thing happen than shouting "make us an engine, but we won't tell you what the engine will need to do, and we'll show you our secrets," into the void. But that's just me.

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


That's because they don't have a programmer who can make the full game. The closest they've gotten is the GeoMan missions, which are pretty good when they work. But there's no real story there.

I also think the team lacks a writer to make the story in SC2 fashon. I'm afraid anything they put out may end up rivling SC3 for suckatude.

[begin rude block]
Oh, wait. Here comes Culture20 to set the record straight with "Sorry, Guesst, but we do have a story, programmer, and full game on the way." Yeah, I believe that. I've said it before and I'll say it again. I'll believe it when I see SOMETHING. ANYTHING. So far all you've got is a melee engine. The GeoMan campaigns are nice, but the campaigns them self feel more like playing a stripped down version of X-Wing than StarControl.

What do I want? Good writing and something to show for it.
[/end rude block]

Sorry TW team. I know you're doing you best. But don't tell us what your doing. Prove it. I've follow TW for years and YEARS, and all I've seen is talk, talk, talk. GeoMan's mission are a start.
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Deep-Jiffa
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Re: Plot ideas for a sequel
« Reply #16 on: January 02, 2004, 07:12:48 pm »

The hate between uqm forums and Tw is powerful... hehe. Damn TW sucks...
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Chrispy
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Re: Plot ideas for a sequel
« Reply #17 on: January 02, 2004, 07:55:13 pm »

the melee is awsome exept for the ai.
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Deep-Jiffa
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Re: Plot ideas for a sequel
« Reply #18 on: January 03, 2004, 07:45:53 am »

and several ships...
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Re: Plot ideas for a sequel
« Reply #19 on: January 03, 2004, 11:24:37 am »

I haven't played TW in quite awhile. I hated almost every new ship and the melee didn't feel right. Perhaps it has gotten better, but I remember there was no scaling in and out. All you could see was your ship and some arrows pointing at the enemy ship.
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Deep-Jiffa
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Re: Plot ideas for a sequel
« Reply #20 on: January 03, 2004, 11:55:52 am »

you can change the point of view.... Try similar view like the default, but a little bit more far.
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guesst
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Re: Plot ideas for a sequel
« Reply #21 on: January 03, 2004, 06:28:30 pm »

Let me state for the record... again.

I LIKE Timewarp. Multiplayer online SC2 melee, how can anyone on these boards not like it?

Don't go and restate your reasons. That was a question in rhetoric.

What I don't like about Timewarp is the fact that is does not have, and is looking like it will not ever have, a full game. I also don't like how for the years I've followed the project I've heard on numerious occasions "Oh, it's on the way. Just you watch." I'm getting tired of it.

But I do like Timewarp. Gob, yeah. Geoman mission, yeah. Online play, yeah, yeah.
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Chrispy
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Re: Plot ideas for a sequel
« Reply #22 on: January 03, 2004, 08:02:56 pm »

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I haven't played TW in quite awhile. I hated almost every new ship and the melee didn't feel right. Perhaps it has gotten better, but I remember there was no scaling in and out. All you could see was your ship and some arrows pointing at the enemy ship.


You do not need to use the new ships. When I first played it I found that it zoomed in way to much, and zoomed out way too much, but GOB changed my views.
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Culture20
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Re: Plot ideas for a sequel
« Reply #23 on: January 04, 2004, 02:55:45 am »

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Oh, wait. Here comes Culture20 to set the record straight
Smiley  I'm not really a TW teammember, but I seem to be the most vocal advocate on these boards.
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Believe me, if I knew any secrets, I'd tell you.

Same here, but I staunchly refuse any attempts to get me to know the storyline.  I actually want to play the game fresh.
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I'm of the opinion that "here's something to chew on" and spilling the beans is a better way to have some thing happen than shouting "make us an engine, but we won't tell you what the engine will need to do, and we'll show you our secrets," into the void. But that's just me.

Unfortunately, most people in TW's infancy voted to _not_ know the story, which made writing it the province of a chosen few who tended not to agree with one another.  They settled on one writer amongst them to write a clear and concice plot (might have been better for multiple plots, then vote for the best; hindsight 20/20).  Supposedly, he's done.  Like I said, I don't want proof because that would spoil my enjoyment...

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That's because they don't have a programmer who can make the full game. The closest they've gotten is the GeoMan missions, which are pretty good when they work. But there's no real story there.
 Ouch.  I hope the word "can" in the first sentence takes into account your statement about not knowing what the engine needs to do.  Vanguard was also a nice looking approximation of full-game mode when it still worked (even though it was really a first attempt at a RT strategy).  Also, Yurand has a very rudimentary conversation system working.  It's actually easier to code a full-game system than you think;  just not as glamorous as the melee...

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I also think the team lacks a writer to make the story in SC2 fashon. I'm afraid anything they put out may end up rivling SC3 for suckatude.
Any Star Control fan can create a story that doesn't suck like SC3.  SC3's downfall was that the designers specifically ignored the SC fan that was assigned to them as their SC expert (Warlock).  Making it match people's expectations is a different story;  Some people want the Chmmr to go crazy and be the main villains, some want Earth-Gov to be the villians (maybe a McBride descendant involved), and even others want Orz to be the main villains.  That doesn't include people who think that the Ur-Quan races should join forces, that the Druuge should use the mycon egg case to create an infinite supply of slaves for their maulers, or that The Shofixti Empire should be contained...  Roll Eyes

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Sorry TW team. I know you're doing you best. But don't tell us what your doing. Prove it. I've follow TW for years and YEARS, and all I've seen is talk, talk, talk. GeoMan's mission are a start.
Hrmm, same here actually, although if you've followed it that long, then you're certainly aware of the internal struggles that Team Beige has had over the years.  As a fellow outsider to the story-process, I still see their selection of a single person to write the story as a great leap out of the quagmire of comittee.


« Last Edit: January 04, 2004, 02:59:39 am by Culture20 » Logged
Deep-Jiffa
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Re: Plot ideas for a sequel
« Reply #24 on: January 04, 2004, 11:09:57 am »

Conclusion: Sc3 sucks.
Another conclusion: this line is always true: "Any sc fan created game" > "sc3"
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Re: Plot ideas for a sequel
« Reply #25 on: January 04, 2004, 06:42:46 pm »

but sc3 ignored the starcontrol fan in their team.
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Death 999
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Re: Plot ideas for a sequel
« Reply #26 on: January 05, 2004, 08:27:16 pm »

He is not saying a fan-created game LEADS to SC3, he is saying any fan-created game is better than SC3.
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Re: Plot ideas for a sequel
« Reply #27 on: January 06, 2004, 01:38:13 am »

I should have know that Embarrassed
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Bladestar X
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Re: Plot ideas for a sequel
« Reply #28 on: January 09, 2004, 10:10:43 pm »

For a plot idea there will be a large portion of Cruisers who broke through the Ur-Quan Formation and formed a more powerful ship called the Crusader(not the one from Timewarp), and this Colony is located south of this part of the galaxy, and as the Ur-Quan were busy with the doctrinal conflict, they never noticed. The hero of UQM 2 will be someone born on this colony, and has discovered a Precursor Battleship on the Moon of a Gas Giant in that system. There will be a new race called Tha'rakken, who will wipe out the Kohr-Ah later in the game and pretty much have the submit or die attitude of the Kzer-Za,and a race of miltaristic humans who originated from the Star System Aravis, another system south of the UQM Part of the Galaxy. The Hero will have to drive colonize and mine planets to gain resources to build ships, starbases, etc. , and the main goal will be to drive the Tha'rakken out of this region of space.
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Re: Plot ideas for a sequel
« Reply #29 on: January 09, 2004, 10:22:50 pm »

For a plot idea there will be a large portion of Cruisers who broke through the Ur-Quan Formation and formed a more powerful ship called the Crusader(not the one from Timewarp), and this Colony is located south of this part of the galaxy, and as the Ur-Quan were busy with the doctrinal conflict, they never noticed. The hero of UQM 2 will be someone born on this colony, and has discovered a Precursor Battleship on the Moon of a Gas Giant in that system. There will be a new race called Tha'rakken, who will wipe out the Kohr-Ah later in the game and pretty much have the submit or die attitude of the Kzer-Za,and a race of miltaristic humans who originated from the Star System Aravis, another system south of the UQM Part of the Galaxy. The Hero will have to drive colonize and mine planets to gain resources to build ships, starbases, etc. , and the main goal will be to drive the Tha'rakken out of this region of space.
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