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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 23651 times)
Colonel E
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Re: Plot ideas for a sequel
« Reply #60 on: January 14, 2004, 02:29:59 am »

Well, keep in mind that the "starmap" in hyperspace does not correspond to the actual locations of those stars in the slightest... instead it has to do with "dimensional fatigue" and shit. Hyperspace isn't analagous to our own space.
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Re: Plot ideas for a sequel
« Reply #61 on: January 14, 2004, 02:40:31 am »

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? Ok well heres the deal Ace. Even with about 200,000 years of advances in our sspace travel technology, there is no way Intergalactic travel would ever be possible. The distance between the Milky Way and Andromeda, the closest galaxy is mind-boggling. Even the Precursors would not hvae had that kind of technology, its just not possible or practical. Even so it would take dozens or hundreds of years.


Well, if you line up a bunch of artificial planets in a certain pattern in a disc-shaped galaxy, use them to somehow point the galaxy's axis toward another, then press a magic button in your blackhole-powered spaceship, you will be transported to the center of another galaxy.  And before you say I'm wrong, I'd like to pretend that I'm quoting Nic. Smiley
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Colonel E
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Re: Plot ideas for a sequel
« Reply #62 on: January 14, 2004, 02:42:13 am »

Oooh! Plot idea!

Maybe your research exposes "Ultraspace," a new dimension like hyperspace but extremely unstable. That is, the positions of everything shifts around rather rapidly and so you could end up god-knows-where.
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Re: Plot ideas for a sequel
« Reply #63 on: January 14, 2004, 03:29:27 am »

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? Ok well heres the deal Ace. Even with about 200,000 years of advances in our sspace travel technology, there is no way Intergalactic travel would ever be possible. The distance between the Milky Way and Andromeda, the closest galaxy is mind-boggling. Even the Precursors would not hvae had that kind of technology, its just not possible or practical. Even so it would take dozens or hundreds of years.


Hmmmm, someone didn't get my sarcasm. If you ever played Star Control 3 (which most people around here dislike and don't consider cannon), you'd get the joke. Also, since the main idea of this post was to bring about a worthy sequel, it's even more ironic.

P.S. It's just a game, don't let science get in the way of entertainment.
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NECRO-99
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Re: Plot ideas for a sequel
« Reply #64 on: January 14, 2004, 09:05:09 pm »

Just the $0.02 of a clone...

It was mentioned before...
Volume IV: Famous Battles of the Ur-Quan Conflict
Volume V: The Ur-Quan Masters

Going by Roman Numerals, it becomes apparent to that missing are Volumes I, II and III. Perhaps a PREquil rather than a SEquil?

Volume III: The Slaver's War - As an Ur-Quan (black or green, player decides at the beginning), war against the Dynarri when the opportunity presents itself to break free of your mental chains and destroy them for good!

Volume II: The Sentient Milleu - Happily living life planetside, the Daily Information Report shows that a strange alien ship contacted one of the Fusion Runners. Do the Ur-Quan make a pre-emptive strike, or try to conquer their inner beast and make peace? (Obviously peace comes, either by deciding to join, or perhaps some planetwide disaster forces the 'Quan into the Milleu.) Explorers and hunters to the core, the Ur-Quan quickly become the Milleu's best scouting taskforce. Culmination of game is when the Dynarri are found and The Slaver's War begins. Perhaps there were races that the Milleu had to fight against that were never mentioned...? A bit of infighting? The tricky thing here would be a "fog of war", parts of the map where you have no idea what's over there. Fuel would intentionally be a problem, and scouting missions would have to be run carefully or risk being cast adrift in space.

Volume I: The Beginnings of Civilization - Strive to survive on a hostile planet. Become the greatest predator in the known world, or find a way to bring together the rest of your kind. Change singular territorality into collective and begin the creation of the mightiest nation that the planet (and eventually space) will ever know.

OK, Volume I might be a little screwy, but hey, it's an idea.

Even if the ideas I slapped together here don't fly, the idea of a PREquil is still viable, I believe... I mean, Lucas PURPOSELY made his first Star Wars IV, so he could come back later and write up a story about how it all began. Think FF and PR3 did it on purpose too?  Wink
« Last Edit: January 14, 2004, 09:05:51 pm by NECRO-99 » Logged

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Re: Plot ideas for a sequel
« Reply #65 on: January 14, 2004, 10:00:45 pm »

I see Volume I (of Necro-99's post) as a thirdperson-shooter/adventure like Ultima IX or Lara-croft which can zoom out into a civilization or Sim City style mode.  You can assume the personal role of any single Ur-Quan, and have to get them into an easy truce with each other by slightly modifying behaviors.  I guess that also adds some elements of Lemmings, the Sims and Galapogos.  Very different engine.  (similar to the way Dungeon Keeper could zoom between RT strategy and FPS)  
Edit: temporarily forgot that Ur-Quan were arboreal catepillers; their mode of travel might be hard to program as a 3rd person game unless their Trees were so intertwined that they didn't have to swing...

Volume III could be the end of  Dnyarri dominace too...  you're the Ur-Quan who finds and uses the Sa-Matra on the Khor-Ah.  Blow up Khor-Ah ships right and left at the start of the game, then begin your march around the galaxy.  Maybe Volume III could have two options, one for Kzer-Za and one for Khor-Ah.  Enslave or cleanse: you choose.  Throughout the game, you could slowly build your weak battlecruisers into the dreadnoughts or marauders we know today.
« Last Edit: January 15, 2004, 01:34:08 am by Culture20 » Logged
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Re: Plot ideas for a sequel
« Reply #66 on: January 15, 2004, 01:11:31 am »

I would actually like something similar to Master of Orion with colony & mine building, starbases to build Alliance ships. In my version of the sequel, the Alliance would attempt to find the Precursors and lo, a race known as the Jha-Qel, a race of shaggy giants will appear.The Chmmr fusion will split at their arrival, and they will be angered to find that the Mycon have had a program malfunction, and destroyed so many habitable worlds. The Tha'raken will ally with the Ur-Quan, Druuge with the promise of a steady supply of slaves, Mycon, and VUX. They Will form the Guild of Conquest and will Engage the Alliance in a fight to the finish, The Jha-Qel(The Precursors) will ally with them to destroy this Guild and banish them forever.
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Re: Plot ideas for a sequel
« Reply #67 on: January 15, 2004, 01:31:00 am »

No Precursors unless P&F make the game.  No two fans agree what the Precursors were/are.  I personally believe they are a collective hallucination brought about by breathing Mycon Spores (Sane Mycons devolved themselves into mushrooms after terraforming Earth and other water worlds with life; We think we hear the Slylandro talking about the precursors, but we don't).
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Re: Plot ideas for a sequel
« Reply #68 on: January 15, 2004, 01:44:59 am »

I agree. I would not like to see a fan solve the precurser mysteries. Besides, the precursers died, so no matter how hard you search...
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Re: Plot ideas for a sequel
« Reply #69 on: January 15, 2004, 02:42:08 am »

Tales of the Ur-Quan Conflict should not involve anything prior to the actual Ur-Quan. So that volume I is sort of too early. I also agree that precursors being present is bad unless handled by TFB.
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Re: Plot ideas for a sequel
« Reply #70 on: January 15, 2004, 04:22:50 am »

No, No, No, Precursors have to be cow-like creatures which de-evolved themselves in order to...
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Re: Plot ideas for a sequel
« Reply #71 on: January 16, 2004, 12:50:49 am »

There could be a chapter on Vela II. It could be a first person rpg, sorta like morrowind. That would add more styles of games into the starcontrol universe.
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Plot Idea
« Reply #72 on: January 16, 2004, 04:56:35 pm »

I have my own two cents to throw in here. What about we pick up with the story right where we left off....or even go back in time to about when Earth was first slave shielded. Yeah, I kinda like that....Anyway, my idea is a combo of Pirates (for Commador and DOS) and UQM. Basically, you pick your nationality (which ship(s) you start with) and go hunting for other ships, artifacts and such. As the other races war or make alliances, you gain ranks, RUs, etc by attacking their enemies and helping their friends. You could also "recuit" crew, search for artifacts (rather than treasure) and blow up enemy ships for RUs. Perhaps add in a feature to let you board an enemy ship, rather than destroy it?

This has the added benefit of using the current UQM star map, most of the engine and the same ships, but adds a completely new plot twist/view.

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Re: Plot ideas for a sequel
« Reply #73 on: January 16, 2004, 11:47:08 pm »

Culture:
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Edit: temporarily forgot that Ur-Quan were arboreal catepillers; their mode of travel might be hard to program as a 3rd person game unless their Trees were so intertwined that they didn't have to swing...

Dude, caterpillars walk on the ground. They've got so many fuggin legs, they've got no other choice, unless there's some sort of evolutionary process we didn't know about. Think of a 3rd person Ur-Quan control as like controlling a Dachschund with 100 legs. It'd be different than a standard human model for moving around, but the 'Quan would have different abilities (rearing up, etc) than humans, along with different disadvantages (hard to get all of you moving in one direction, hard to stop, etc.)
It mentions on PNAF they hang from their ships, so climbing comes naturally, but swinging from trees...?
« Last Edit: January 16, 2004, 11:48:08 pm by NECRO-99 » Logged

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Re: Plot ideas for a sequel
« Reply #74 on: January 17, 2004, 12:55:55 am »

relating to zeep-eeep's poste, I would love to see a more open ended game based on the starcontrol universe. Sorta taking place in a neutral time when war is building up.
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