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

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Author Topic: Aftermath  (Read 95098 times)
Madgap
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Re: Aftermath
« Reply #105 on: June 05, 2004, 03:58:01 am »

>> Are you planning to make a planet-lander-subsequence?

No, but I am planning on making resource gathering more interesting by including a variety of...err...'sector anomalies'.

>>1.  What is with the friendly ships that just run around aimlessly and get shot at, and can I recruit them for an assault on an enemy base?

Eh?  Perhaps they are unarmed, which flee from a sector when hostiles are present.

>> 2.  What is the purpose of the sensor outpost in the new release?

Expands the range of your hyperspace sensors on the starmap.  The light circles are your sensor ranges.  You can see anything in range.  Not much point to it now as the 'strategy' portion of the game needs a lot of work.

>> 3.  What does the technology level of the people on the planets have to do with anything?

Nothing yet, but eventually things available for purchase at a starbase will have a min tech lvl requirement satisfied by the tech level of the planet the starbase is orbiting.


>> 4.  The prices of the goods at all of the starbases are the same everywhere.

Trading isn't really implemented yet.  I haven't decided if I want to make prices dynamic, static, or completely random.  However, prices should vary for some of the planet types.  For instance, a starbase orbiting an agricultural world will have cheaper food and textiles for sale.
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thetallman13
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Re: Aftermath
« Reply #106 on: June 05, 2004, 05:12:42 am »

Thanx Madgap, that cleared a lot up.

On the random ships, they are not unarmed and often help a lot in combat.  They seem to just wander between systems and keep the Ur-Quan ships occupied.

As for the trading, I have found that if I build more than two starbases, the prices start to vary.

Keep up the good work!
« Last Edit: June 06, 2004, 04:35:40 am by thetallman13 » Logged

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Re: Aftermath
« Reply #107 on: June 06, 2004, 05:56:09 am »

It sounds like you are tring to cross it with Privateer, Interesting idea, Was this your intention or is merely to give the game more depth? (On second thought it's more like Pirates!)
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Re: Aftermath
« Reply #108 on: June 06, 2004, 07:00:21 am »

I like the idea of operating as a rogue human in a future timeline post-war, when, due the lack of war to motivate and unify it, the alliance has descended into petty bickering and corruption.

You would have to make odd friends to survive in that universe, while you could still be a "good guy" standing up for whats right rather than what the alliance tells you is right.
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Re: Aftermath
« Reply #109 on: June 06, 2004, 10:41:43 am »

Quote
I like the idea of operating as a rogue human in a future timeline post-war, when, due the lack of war to motivate and unify it, the alliance has descended into petty bickering and corruption.

You would have to make odd friends to survive in that universe, while you could still be a "good guy" standing up for whats right rather than what the alliance tells you is right.



Very good idea, I'm reposting this so Madgap can read it again just in case he didn't quite appreciate it the first time.
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Jetriot
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Re: Aftermath
« Reply #110 on: June 06, 2004, 09:47:53 pm »

Howdy thought Id register finally to tell you awesome job on this game and I look forward to its future. Cheers.
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thetallman13
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Re: Aftermath
« Reply #111 on: June 06, 2004, 11:31:10 pm »

Hey Madgap, got a few more questions.

First of all, does  the fuel depot server any purpose other than to establish your presence on gas giants?  I tried to fuel up my ship, but when I went to the starbase, it still cost the same to fuel up.

Part two of first question.  Will it cost anything to fill up at the fuel depots in the future when they are operational?

Bug report.  It seems when you go to a starbase and sell a ship, you have to exit and re-dock b4 it will let you buy another one.  The buy button simply does not work.  This is not serious, just a bit annoying.

Progress report.  I just nuked my first starbase!!!  It was kewl.  Massive explosion and I lost half of my fleet (10 HCs!).

Note.  I figured out what the ships wandering aimlessly are doing.  They seem to be escorting cargo convoys.  You more than likely already know this, but I'm just lettin the other folks know.  They are quite usefull as they attract those annoying two-ship Ur-Quan interceptor fleets that are really good at pulling me into real space at an inopportune time.

Keep up the good work!

thetallman13
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Re: Aftermath
« Reply #112 on: June 06, 2004, 11:58:53 pm »

That brings something up. Either the fuel stations cost far too much or the starbases are too cheap, but the slight difference in price means that there's really no reason to ever make a fuel station. Fix plz
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Madgap
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Re: Aftermath
« Reply #113 on: June 07, 2004, 02:16:49 am »

The whole fuel station thing was something I just threw in there.  I strategy portion is going through a re-design (in my head).  I want it to be fun without being too complicated.  Ship costs, loadouts, starbase and outposts will need to be redone.

Thanks for the bug report, thetallman13, I'll look into that.

-Madgap
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Re: Aftermath
« Reply #114 on: June 08, 2004, 12:36:07 am »

Random suggestions for changing the economics model:

I would chage the game so that all the economics happen behind the sceens, but you are helped by building, pillaging, and killing.

A possible model:

1) player has a rank based on the number of kills, bases built, etc.  Rank controls how much revenue player gets from bases and mines.  For example, a player may get 1% of the revenue of a new starbase if they are the lowest rank, but 10% if they are the highest.

2) Starbases, mines, etc generate materials at a fixed rate.  Starbases and mines have two accounts for all ores... the general account, and the players account.  Player can sell ore from their account to the general account.  Player can only buy if the ore is available.

3) ships & enhancements require a fixed amount of ore (say 100 units per mine you have now.)  If you don't have all the units of ore you need at the starbase you are at, you can't buy the enhancement.

4) starbases will buy ships on it's own with the materials and credits it has.  Freighters will automaticly travel to nearby mines to move materials back.  Warships will defend freighters, and engage enemies inside the range of the starbase.

5) if a computer's freighter reaches a mine and the mine does not have enough ore to fill the freighter from the general account, the freighter will take back some from the player's account.  If the freighter makes it back, the player gets 50% of the ore at that station.

6) make the defesnive posts of a starbase a little easier to kill, and make it so a starbase will purchase more of them if it has enough materials.  Also, get rid of the uber nuclear missile.  Starbases should be difficult to kill head on, but easy to kill if you can blocade the system.

I think, with a little tinkering this will make for an interesting game:

if you build, raid, and kill, eventually you can build up a large fleet.

if you arn't careful and engage the enemies economic production, you are in trouble.

Just a suggestion
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Madgap
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Re: Aftermath
« Reply #115 on: June 10, 2004, 03:14:22 am »

I just finished a large project I was working on and sent it off to the publisher, so now I've got a some time to look for a job and work on Aftermath.  I just uploaded the beginnings of a webpage for Aftermath.  I'm going to post my resume there as well...hopefully they will catch someone's eye.  Cool

I will still be checking the forum here, butI will be posting all new information on the website so as not to clog up the UQM message board.

After I finish the initial version of the client/server (couple of days?) I will begin upgrading the strategic portion of the single player game.  I want to see how well the multiplayer code performs lag-wise before I put anymore work into it.

Website is at: http://www.umich.edu/~rkingsle

-Madgap
« Last Edit: June 10, 2004, 03:14:46 am by Madgap » Logged

thatsteveguy
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Re: Aftermath
« Reply #116 on: June 16, 2004, 02:00:19 am »

Ack! Your website has dissapeared! I'd been checking it for updates and then it was just gone... What's going on? Please give us an update, your game is the first SC2ish game that I've ever been interested in so I've been keeping track of where it's at (By lurking....)

so

umm

yeah. If you got a moment let us in on where you're at and what you're up to.  Tongue

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thetallman13
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Re: Aftermath
« Reply #117 on: June 16, 2004, 04:40:11 am »

That is strange.  I got the same message.  Maybe he is just updating.
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Kijitow
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Re: Aftermath
« Reply #118 on: June 16, 2004, 08:17:32 am »

Bah, when I finally get around to trying to download the game, it goes down. I can't wait til it gets up again.
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thatsteveguy
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Re: Aftermath
« Reply #119 on: June 16, 2004, 11:54:11 am »

I still happen to have the original zip file, so if you like, I could email you the game. (PM your email if so). It is about 6MB though so you've got to have a email service that'll let you get something that large.

On the other hand, you could always just wait....  :-/
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