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

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Author Topic: Quasi/Hyper Space Co-Ordinates  (Read 6072 times)
Sander Scamper
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #15 on: September 14, 2004, 03:03:17 pm »

Thief 3's exe is T3main.exe, so I doubt thats the real reason/
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #16 on: September 15, 2004, 05:34:06 am »

I'm not saying that's the reason, just evidence that the authors used the nickname starcon
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Zeep-Eeep
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #17 on: September 15, 2004, 07:16:46 am »

Quote:
Star Control was always officially called "Star Control" -- StarCon is a totally unofficial nickname. It only actually became a game name when they decided to call Star Control 4 that to make it sound cooler.

Actually, I think that the StarCon name came eariler; possibly as a result
of the old DOS filenames being starcon and starcon2. DOS filenames
were limited to 8 characters, and star control wouldn't fit. After you
type "starcon" enough, it starts to stick.
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #18 on: September 15, 2004, 08:05:37 pm »

Yeah, but in the *game* it was Star Control...

I mean, DOS filename length limits are responsible for a lot of nicknames. Rise of the Triad became Rott, and all that.
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Sander Scamper
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #19 on: September 15, 2004, 08:08:03 pm »

Its amazing how little I know about all this older tech...I feel like I missed out on so much =/
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #20 on: September 16, 2004, 04:41:59 am »

It seems that super-long-range communication through Hyperspace is fairly difficult. The only example we have is the Melnorme picking up your signals with the Umgah or Burvix Caster, and we don't know what strange tech they have, nor do we know where exactly they are at all times (how the heck do they keep moving from supergiant star to supergiant star?) But the best the ZFP can do is to go to Rigel and, from there, send a signal that's so diffuse by the time it gets to you that Hayes has no idea what it means.

True, the Kzer-Za could have more advanced tech, but I still think it's unlikely that the whole Kzer-Za fleet could conference (or could relay a message to wherever their Supreme Leader is) in the time it takes for the Kzer-Za captain to talk to you.
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #21 on: September 16, 2004, 06:03:27 am »

Quote:
Its amazing how little I know about all this older tech...I feel like I missed out on so much =/

Count yourself lucky. You're not missing much.

...

Edit: My apologies to any FreeDOS fans/developers.
« Last Edit: September 16, 2004, 06:04:13 am by Zeep-Eeep » Logged

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Re: Quasi/Hyper Space Co-Ordinates
« Reply #22 on: September 16, 2004, 06:29:04 am »

Quote
(how the heck do they keep moving from supergiant star to supergiant star?)

They don't. There are 9 Melnorme traders in supergiant systems. If you kill one, it won't appear any more in that system, but there will be the others in the other supergiant systems.
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Re: Quasi/Hyper Space Co-Ordinates
« Reply #23 on: September 16, 2004, 08:17:19 am »

...And yet this is not reflected in the conversations, where it's basically assumed that every time you talk to him he's Trade Master Greenish with a Subordinate Ochre (even though this isn't reflected in the combat screens). He certainly seems to remember previous conversations with you, saying things like "We have to stop meeting like this" when you run into him in Hyperspace, and so on.

This should probably just be seen as a collision between SC2's game-features and story-features, like the unusual degree of continuity in conversations with all aliens of the same species you encounter. (Sure, they can monitor nearby transmissions, but how does each new VUX captain know so much about what I said to the other VUX that I just blew up?)
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