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

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Chrispy
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Re: Plot ideas for a sequel
« Reply #90 on: January 29, 2004, 09:55:44 pm »

maybe in the end, im not really sure.
I kinda ment this idea as a normal medievil type rpg, but everyone is a shofixti, and it plays japanese music (I think about very specific things)
« Last Edit: January 29, 2004, 09:57:01 pm by Chrispy » Logged

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Re: Plot ideas for a sequel
« Reply #91 on: January 30, 2004, 12:14:29 am »

Not a bad idea.  You could (if you wanted) have a crash-landed, rusty terminator as part of some scenery (like the Kilrathi vessel in Ultima7). Dunno if the Yehat were watching the Shofixti during their fuedal period...
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Chrispy
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Re: Plot ideas for a sequel
« Reply #92 on: January 30, 2004, 03:49:53 am »

you could have lots of easter eggs like that. maybe the ariloo stop by for a visite.
but I was thinking that the mostpart of the game would have little to do with other races.
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Re: Plot ideas for a sequel
« Reply #93 on: January 30, 2004, 03:52:43 am »

So basicly a RTS?
we can use the age of empires engine like star wars battlegrounds did!

but i realy dont like this idea. its just loses the whole save the universe apeal.
it could be a minigame.
« Last Edit: January 30, 2004, 03:55:32 am by BioSlayer » Logged

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Re: Plot ideas for a sequel
« Reply #94 on: January 30, 2004, 03:58:48 am »

rts is a great idea. I was thinking rpg, sorta like morrowind. Or maybe fallout. hmm. star control has so many possibilities.
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Re: Plot ideas for a sequel
« Reply #95 on: January 30, 2004, 04:05:49 am »

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I take it that this is not our captain...

No but does it need to be? he most likely will be the head of the alliance. and you cannot have a exploration/mining game when you have a entire alliance backing the player up.

Quote
hhmmm... Interesting - Needs some work - but it has potential. I think that you would have to collect RU's for the Precursor Factory and then you could build the ship.

Thats why its a simple plot idea to be expanded apon.

I was also thinking that as you progress in the story you have old npcs join you from the SC2 like fwippo and talina. and they will pilot your extra ships in combat.

The enemy that is coming could be a dynarri fleet. and the device is like the toalo rock thing.

sorry for any misspelled words.
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Re: Plot ideas for a sequel
« Reply #96 on: January 30, 2004, 04:53:08 am »

He didn't seem like the head of the alliance at the end of SC2 (with his grandchildren).  In fact, he and Talana were returning "home" to Unzervalt, so it seems like he was retiring.  Even if he was the Emperor of X, he didn't have the big ship anymore...  And, it is implied that the Captain found the Mark II, not a subordinate of his.
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Re: Plot ideas for a sequel
« Reply #97 on: January 30, 2004, 06:23:59 am »

Well we could say the mark 2 was the alliance flagship and the ship the player will fly is not the mark 2 but the Sa-Matra 2. just joking about the sa matra bit. but it can be a other precurser ship built in a different factory.
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Re: Plot ideas for a sequel
« Reply #98 on: January 30, 2004, 08:36:36 pm »

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On the idea of thinking outside the human box, how about some completely different games, based on the starcontrol universe.
An open ended rpg taking place on feudle shofixti land?


Hmm, you got that idea from me, didn't you?

« Last Edit: January 30, 2004, 08:37:42 pm by guesst » Logged

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Re: Plot ideas for a sequel
« Reply #99 on: January 30, 2004, 09:07:42 pm »

yes, and might I say that your cell shading is excellent.
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Re: Plot ideas for a sequel
« Reply #100 on: January 30, 2004, 10:14:55 pm »

Ideas for the Alliance and Tha-Rakkan War

Good Guys
Human
Chmmr
Spathi
Thraddash
Supox
Syreen
Spathi
Black Spathi Squadron
Pkunk
Yehat
Slylandro
Shofixti
Ur-Quan

Bad Guys
Tha-Rakkan
Kohr-Ah
Mycon
Orz
Druuge
Ilwrath

Neutral
Melnorme
Ariloulaleelay

Trader Alliance
Jharag
Qel
Thavis
Hahnil

The Trader Alliance Will Sell You There Starships, Resources, Colonizers, and technologies for Intrstar Credits. The Engine will sort of be A Master of Orion/SC2 Cross. Post more later.



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Re: Plot ideas for a sequel
« Reply #101 on: January 30, 2004, 10:28:14 pm »

the thraddash and the ilwrath are dead.
both ur-quan are probably dead.
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Re: Plot ideas for a sequel
« Reply #102 on: January 30, 2004, 11:36:56 pm »

Even if the Ilwrath and Thraddash are dead (depending on your choices you can save one or the other), I find the prospect that all Ur-Quan are dead HIGHLY suspect.

As for this war idea of Bladestar X:
Before the battle lines are drawn, why don't we go a bit more into the WHY of the war. -- These new races have almost no characterization yet. Who are they, how do they act, what do they expect and want, what tech do they have?
-- Why would the Kohr-Ah ally with ANYONE other than the Kzer-Za?
-- Also, I would expect quite a few more neutrals.
-- And where do the Umgah, Utwig, VUX, and Zoq-Fot-Pik stand?


Also, you put the Spathi and the BSS on the same side. I mean, the Black Spathi Squadron is a squadron which by definition has 2-10 ships, 20 ships tops. Compare this with the rest of the Spathi race, which has thousands. They aren't worth mentioning except as a footnote, perhaps recon or something.
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Re: Plot ideas for a sequel
« Reply #103 on: January 31, 2004, 06:15:12 pm »

*** Star Control 3 spoiler alert ***



I know how you all hate Star Control 3... I don't hate it, I actually liked it. Of course it was not as good as 2, but it had some good stories to tell about the Star Control universe. I'd hate to see the good ones overrun in this possible sequel. Here are some of the SC 3 facts that I liked:

- The orz turning evil (I noticed this was a common request for the sequel)

- The truth about the ultron and the Utwig (I didn't like fixing it again, but in my opinion it is very logical that the ultron really is a piece of junk just as the Druuge said it is. It just gave the Utwig enough confidence on themselves to really rise to their full potential.)

- What really happened to the Precursors. (their plans for the rainbow-worlds were also pretty good in my opinion)

- The Ur-Guan Kzer-Za being a lot more smarter beings than the Kohr-Ah surrendered to the Alliance and become allies. (but as in SC 3, some of the Kzer-Za didn't accept this and they began a rebellion with help from the Kohr-Ah.)


Those are the ones that I don't want to see overrun.

As it has been mentioned many times here, I would also like to get more deeply involved in the Orz-Arilou-Androsynth business. It was really scary in SC 2.
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Chrispy
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Re: Plot ideas for a sequel
« Reply #104 on: January 31, 2004, 07:44:21 pm »

Instead of the orz joining the bad guy team, why not give them a more kohr-ah role. kill everything.
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