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

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Author Topic: Hoo-ray! SC2 Guide finished.  (Read 10329 times)
FalconMWC
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Re: Hoo-ray! SC2 Guide finished.
« Reply #15 on: October 12, 2004, 01:56:23 am »

Wow, good job shiver, very very extensive.....
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Shiver
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Re: Hoo-ray! SC2 Guide finished.
« Reply #16 on: October 12, 2004, 03:04:41 am »

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DUDE why advise them to sell Fwiffo? You can't perfect 3 marauders and 3 dreads with a Chmmr, but with Fwiffo it can be done, or nearly so. Keep the Spathi!

I went for drama over efficiency. Besides that, a newbie who's never used the Chmmr Avatar before would be missing out.
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meep-eep
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Re: Hoo-ray! SC2 Guide finished.
« Reply #17 on: October 12, 2004, 05:01:25 am »

I consider Fwiffo to be part of the story. He's the reluctant sidekick being pulled along.
For the same reason (the story), I would also suggest sending back the Pkunk until the revolution starts.

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Re: Hoo-ray! SC2 Guide finished.
« Reply #18 on: October 12, 2004, 06:58:00 am »

Agreed. I woudln't keep the Spathi for "efficiency" but for drama *and* sentiment; not only is Fwiffo my good buddy from way back at the beginning of the game, but Spathi-vs.-Ur-Quan is, in my opinion, one of the more dramatic battles you can fight. Lots of dodging and ducking and weaving, allowing even newbies to feel like ace pilots.

Chmmr are good for spectacle, and that's about it when you compare them to the other options for fighting Dreadnoughts and Marauders. They blast a kamikaze path through the Dreadnoughts until they blow up. Very sparkly and exciting, but I would argue less fun than fighting it out with Fwiffo.
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Sander Scamper
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Re: Hoo-ray! SC2 Guide finished.
« Reply #19 on: October 12, 2004, 12:38:50 pm »

I think that the power rush of flying the biggest and toughest ship in the game is more fun than the repetitive B.U.T.T firing of the Spathi.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #20 on: October 12, 2004, 02:12:58 pm »

Yes, but you don't *get* to pilot a Marauder in the single-player game... ;-)

Honestly, the Marauder's rather impressive ability to shoot right through ZapSats and punish tractoring with FRIEDs is good at making novice Chmmr players start having fond memories of Fwiffo.
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FalconMWC
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Re: Hoo-ray! SC2 Guide finished.
« Reply #21 on: October 12, 2004, 06:27:08 pm »

But Fwiffo just cannot clean and empty trashbags back at starbase! Imagine the trama of deciding every second if a bomb has been hidden, or a poisonous gas that will be released the second he does his job. Not to mention the Ultimate Evil lives in the leftover remains of uncleaned food dishes!


 Tongue

Seriously though, keep the poor guy, if not for fighting the then just for the storyline. At least let him die honorably in battle......  Wink
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Sander Scamper
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Re: Hoo-ray! SC2 Guide finished.
« Reply #22 on: October 13, 2004, 12:35:19 am »

I bet you a lot of money that I don't have that that is NOT the way Fwiffo wants to die.

Hell I bet a lot of money (that I still don't have) that he wants to live forever =p
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UQM/SC2 = World Peace.
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Re: Hoo-ray! SC2 Guide finished.
« Reply #23 on: October 14, 2004, 03:31:53 am »

Okay you whiners, I'll add a Q and A at the end of the last section addressing the issue of alternate ship choices going into that fight.
« Last Edit: October 14, 2004, 03:32:29 am by Shiver » Logged
Captain Smith
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Re: Hoo-ray! SC2 Guide finished.
« Reply #24 on: October 14, 2004, 06:46:31 am »

Agent Smith?  This isn't the Matrix.

And yes you are right.  I realized that after I made the post and logged off for about 15 minutes.

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Agent Smith: Not quite accurate. Fwiffo tells you the secret cypher right after your lander comes back. One could blow him away and still be allowed to speak to the High Council.

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Captain Smith
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Re: Hoo-ray! SC2 Guide finished.
« Reply #25 on: October 14, 2004, 09:02:03 am »

OK, my disagreements.  Meaning not outright problems, but things I would do differently:

1) To me, Mercury, Io, and Titan are the only 3 things in Sol worth landing on besides Pluto to get Fwiffo.

2) Centauri is a bad start.  I'd consider looking at Spathi space, or even better some of the stars between Alpha Pavonis and the Arilou portal or even Pkunk space to get enough RU to get going.  Afterwards, I would consider the Tauri stars, and Orz space.  Much more of a payoff that way.

3) Once we get to the Spathi quest, we start really chewing RU through fuel.   Generally in how I would write a game, I would put the Arilou quest in soon after all thrusters are installed, and detour by Spathi space.  Of course, you could be writing the game to follow the promptings so I don't know for sure what the intent is there.

4) If you go towards Tauri, a caster would be useful.  Actually you have to wait a year to get the Spathi caster - I usually see it useful to get rid of the Ilwrath as soon as possible if you need more safe and close mining ops.  So I warp to Arcturus, grab that caster, and I'm in business at Tauri to take care of the Ilwrath as well.

5) I would front load anything to do with getting the Melnorme technologies.  Those things help tremendously.

6) Point Defense Lasers are useful against the Ur-Quan.  They don't launch the fighters.

7) TWO crew modules and TWO Hi-ef fuel tanks on your bomb config?   Isn't that a little wasteful?

Cool Utwig are better escorts than Chmmr.  Even Spathi is better than Chmmr.  I usually keep one or two Chmmr around as escorts though in case I have a problem on the way (a Slylandro or a roving Ur-Quan group), or want to deal with the defense mechanisms after I blow the generators.  Like you say, better to have empty slots anyway for the Pkunk and Yehat.

I might write up a speed FAQ and submit it.  I'm not sure lmfurb will like it, but it might be good. "As far as I know, the following course is the fastest possible way to win Star Control 2, in terms of virtual game time."  As people should know here, I can beat that by about 41 days (game-time) or so.


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Shiver
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Re: Hoo-ray! SC2 Guide finished.
« Reply #26 on: October 14, 2004, 10:19:20 am »

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OK, my disagreements.  Meaning not outright problems, but things I would do differently:

1) To me, Mercury, Io, and Titan are the only 3 things in Sol worth landing on besides Pluto to get Fwiffo.


I agreed with that initially, but Sander suggested I raid the whole system to get as many thrusters as possible before I leave so newbies don't get trashed by Slylandro. Perhaps I should have skipped on that.

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2) Centauri is a bad start.  I'd consider looking at Spathi space, or even better some of the stars between Alpha Pavonis and the Arilou portal or even Pkunk space to get enough RU to get going.  Afterwards, I would consider the Tauri stars, and Orz space.  Much more of a payoff that way.


The Centauri stars do kind of blow, with an exception. I remember back when I didn't have the whole game memorized and was still struggling with the game a decade ago Delta Centauri was the first good system I found.

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3) Once we get to the Spathi quest, we start really chewing RU through fuel.   Generally in how I would write a game, I would put the Arilou quest in soon after all thrusters are installed, and detour by Spathi space.  Of course, you could be writing the game to follow the promptings so I don't know for sure what the intent is there.


Yes, I was trying to stick to some sense of "plot". My personal favorite way is to hit up Orz space ASAP for the big bucks and best all-around ship.

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4) If you go towards Tauri, a caster would be useful.  Actually you have to wait a year to get the Spathi caster - I usually see it useful to get rid of the Ilwrath as soon as possible if you need more safe and close mining ops.  So I warp to Arcturus, grab that caster, and I'm in business at Tauri to take care of the Ilwrath as well.


One could do that, but I hardly consider that difference worth rearranging my entire Walkthrough for.

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5) I would front load anything to do with getting the Melnorme technologies.  Those things help tremendously.


I didn't want to rush for rainbow worlds because of all the crap the Umgah give you later.

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6) Point Defense Lasers are useful against the Ur-Quan.  They don't launch the fighters.


I still greatly prefer another crew pod, shiva furnace, or tracking module.

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7) TWO crew modules and TWO Hi-ef fuel tanks on your bomb config?   Isn't that a little wasteful?


I'll say it again: it really does not matter.

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8) Utwig are better escorts than Chmmr.  Even Spathi is better than Chmmr.  I usually keep one or two Chmmr around as escorts though in case I have a problem on the way (a Slylandro or a roving Ur-Quan group), or want to deal with the defense mechanisms after I blow the generators.  Like you say, better to have empty slots anyway for the Pkunk and Yehat.


I agree and will be making a note of this later.

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I might write up a speed FAQ and submit it.  I'm not sure lmfurb will like it, but it might be good. "As far as I know, the following course is the fastest possible way to win Star Control 2, in terms of virtual game time."  As people should know here, I can beat that by about 41 days (game-time) or so.


If you really want to be courteous, try e-mailing the guy.
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Sander Scamper
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Re: Hoo-ray! SC2 Guide finished.
« Reply #27 on: October 14, 2004, 10:41:22 am »

This IS Shiver's walkthrough....
Also, I ALWAYS clear out Sol to get the maximum possible amount of thrusters and then turning gear. I hate the Slylandro, especially early game, and I don't think that a newbie will have fun being constantly hunted down by the little bastards.

6) Point Defense Lasers are useful against the Ur-Quan.  They don't launch the fighters.


I still greatly prefer another crew pod, shiva furnace, or tracking module.

I am SO with shiver. If your going for the ultimate flagship, the Ur-Quan will be dead before the fighters get near you.
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"Oops!" KA-BOOM!!

"Space is a dangerous place where wimps eat flaming plasma death" -The Zot....or is it the Fot?? We may never know...unless the guy in the back tells us!

UQM/SC2 = World Peace.
Captain Smith
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Re: Hoo-ray! SC2 Guide finished.
« Reply #28 on: October 14, 2004, 12:06:10 pm »

I did and the e-mail came back "Invalid address".  So in that sense, I'm considering this his notice.  If he's reading this forum, he can always pipe up and say something.

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If you really want to be courteous, try e-mailing the guy.

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Death 999
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Re: Hoo-ray! SC2 Guide finished.
« Reply #29 on: October 14, 2004, 08:50:18 pm »

Yeah, the only reason I didn't do as well as that was that I didn't realize you could get enough fuel to get the portal spawner on just what was available in-system... I guess I was too attached to Fwiffo, should have been less militaristic.
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