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

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Author Topic: TW-ligt plot  (Read 39613 times)
Death 999
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Re: TW-ligt plot
« Reply #135 on: May 20, 2005, 01:01:02 am »

Ok, in that case my ideas around the framing were unnecessary.

You need writers to get this going? Where can I sign up? (I can separate writing and plot design modes). Hand me a desired plot objective, and see if you like what I come up with. I suspect that others around here would be happy to try their hands at it as well. My email is in the envelope icon.
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Re: TW-ligt plot
« Reply #136 on: May 21, 2005, 12:26:59 pm »

Quote
Should I gather from the fact that everyone ignores my suggestion that it's not liked?
I was rather waiting to read Art's reply to it...

And Death_999 - we won't be making any major changes to the game like the ones you suggested.


I like the idea fine, actually. It seems to solve most of the issues we were talking about rather neatly.

And, sure, now that I seem to have been sucked into talking about this plot a lot already, I'll bite -- give me an assignment and I'll see if my writing skills are up to scratch. I'm sending you my contacts in an e-mail.
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Re: TW-ligt plot
« Reply #137 on: May 21, 2005, 01:57:04 pm »

Regarding the engine: I must protest. You CANNOT make all melee after HyperSpace encounters planet-less. The planet is crucial to the art of SpaceWar-style combat. Take it away and suddenly tons and tons of viable strategies for lots of ships disappear. It violently changes gameplay, and not in a good way -- it makes gameplay less interesting and creates a whole lot less risk, especially when using big ships.

Besides, I thought we'd established that the way HyperSpace physics works in the SC universe is that HyperSpace compresses all TrueSpace distances *between* gravity wells so that any HyperSpace point is way more likely to correspond to a point close to some gravity source than not. It makes plenty of intuitive sense to me, anyway.
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Yurand
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Re: TW-ligt plot
« Reply #138 on: May 21, 2005, 05:52:51 pm »

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Regarding the engine: I must protest. You CANNOT make all melee after HyperSpace encounters planet-less. The planet is crucial to the art of SpaceWar-style combat. Take it away and suddenly tons and tons of viable strategies for lots of ships disappear. It violently changes gameplay, and not in a good way -- it makes gameplay less interesting and creates a whole lot less risk, especially when using big ships.

I don't think that most of SC2 tactics will work at all.

Melee in star system will occur in large GOB like environment, where all ships thrown at once.

1) Speed is the most critical, that make slow ships like Mycon, Ye-hat almost useless. On other hand Zoq-Fot-Pik Stringer and Shofixti are much more powerful.

2) Some ships are better suited for combat in group. For example I programmed 15 druuge ship to guard location and given their shot range and number no one can approach them. Without being repealed with machine-gun like fire. ;-)

Completely other situation in tiny environment (Hyperspace combat). Try to fight 5x5 battle in TW-Light melee and feel the result Smiley

I doubt that you ever used 'weak' ships in SC2 adventure for fighting nasty aliens. Having several battle ground types will make ships more balanced.

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Re: TW-ligt plot
« Reply #139 on: May 22, 2005, 12:14:36 pm »

Then have many battle types, but don't make the default type for all HyperSpace encounters No Gravity Source. No gravity source is objectively more boring than any other kind of encounter, because, hey, no gravity source.

I'd be fine if you had several possibilities for HyperSpace -- one just a rogue planet, one maybe a planet around a star, one a lone star, one an asteroid field, perhaps -- but please no empty-space battlefield. Make the gravity source of varying strength, sure, and have more or fewer asteroids, and that sort of thing, but emptiness makes for a boring battle.
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Death 999
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Re: TW-ligt plot
« Reply #140 on: May 23, 2005, 02:10:49 am »

Is there an option for rigid walls? If anyone ever read X-1999, that's what I'm thinking of...
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Re: TW-ligt plot
« Reply #141 on: May 23, 2005, 03:59:20 am »

Death_999 and Art - I've sent you emails about joining.

About fights - I guess we can have the Hyperspace fights in random environment, but I still think that empty space will be most common.

However I doubt that a fight will ever be boring, considering the large number of ships that will be plaguing the battlefield.

It'll be different though, that's for sure.
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Re: TW-ligt plot
« Reply #142 on: September 15, 2005, 12:58:34 pm »

Dear UAF and friends,
I salute you!
You've had to endure a lot of harsh words about your plot.
This just to say that I'd rather play your decent game, than keep talking about the perfect game for years and years and friggin years.

Thumbs up!
Martin

PS - how's the project coming along?
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Death 999
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Re: TW-ligt plot
« Reply #143 on: September 20, 2005, 11:35:35 pm »

UAF quit. Currently leaderless. Or if there is a leader, he hasn't seen fit to contact me.
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Re: TW-ligt plot
« Reply #144 on: September 23, 2005, 03:51:15 am »

Umm, just fyi, for the 'framed' thing couldn't we just have an arilou like teleporter that works on ships from a distance? It will take fuel, more fuel than simply warping away, but will tp them far enough that they can't catch you again and stuff. Or it can take the same/less amount of fuel but make the stalling time pretty long; another moral dillema. If you try to not kill all of them but still remove them from the general area so they stop bugging you, then your own loyal crewmates can die. I guess you could always just choose escape, but like I said, if you're against fast ships it could be pretty annoying  Tongue.
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Re: TW-ligt plot
« Reply #145 on: September 23, 2005, 03:35:37 pm »

"UAF quit. Currently leaderless. Or if there is a leader, he hasn't seen fit to contact me."

Are you a programmer for TWL?
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Death 999
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Re: TW-ligt plot
« Reply #146 on: October 05, 2005, 07:38:29 pm »

I volunteered to help with the plot, got started a little, then it all ground to a halt. If someone is going to be starting it up, I'd be glad to take a subordinate role on the plot... but I haven't seen movement in that direction.
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Re: TW-ligt plot
« Reply #147 on: October 25, 2005, 09:45:55 pm »

For all who still interested in this project please contact me (yurand at land.ru).

If you want to see our progress, download unstable TW-Light windows version from:
http://ftp://ftp.berlios.de/pub/tw-light/tw-light-setup-0.3r197M.exe
http://ftp://ftp.berlios.de/pub/tw-light/dedit-win197.zip

Or you can get sources from our SVN and compile it youself.
http://developer.berlios.de/svn/?group_id=2082

As working example to test our engine we have implemented this so called "Test Plot":
You can run it from start to end but save function is not implemented yet so you shoud do it in one game session.

1 You meet Jacques Haven, the Silcuu Station commander. He fills you in on some details of the sector (prominent races, a few rumors to tie into side quests later).

2 You can choose to take a transport-guarding assignment to a mining operation in Ixis, where they need medical supplies. Or, you can negotiate with the Chorali.

2a You have to defend the transport against a damaged Kohr-Ah. Once you reach the mining station, you offload the medical supplies. If you talk with the mining station's commander for a while, he'll tell you about some Precursor starship wrecks they've found in the belt. He'll tell you the interlocks are all sealed, except for one ship that's obviously already been salvaged and stripped of all useful parts, as far as he can tell.

2b If you convince the Chorali to join the Alliance, and ask them certain questions, they'll tell you about some Precursor wrecks they found in an asteroid belt in Ixis. They could access only one of the wrecks, and it was a supplyship, with no weapons, but had a Precursor tractor beam, which has proved invaluable to their nation. By now, they've stripped the supplyship dry, however.

3 You return to Haven, and report to him on your findings (assuming you did find out abut the wrecks). If you report about the wrecks, he'll commend you for your work and send you on an assignment to investigate them further. If you don't, he'll tell you about it himself (he recieved word from the mining station himself, via hyperspace comm), and send you on the assignment, anyway.

4 Once you find the Precursor supplyship wreck, you'll find a Chorali scientist's journal, explaining how he opened the seal on the supplyship, with another Precursor device. He didn't say where he found the device, or what it looks like, however. He noted that it didn't seem to work on the other wrecks.

5 You return to Haven, and again, report to him on your findings. He suggests talking to the Chorali. He also mentions some hyperspace traces moving toward the Ixis system. He also reminds you that you do have other duties, and he tells you to escort an Alliance ambassador to the Drax homeworld (in Gamma Onyx), first. A Zoq-Fot-Pik Stinger carries the ambassador.

6 You travel to Gamma Onyx and talk to talk with the Drax officials is quickly interrupted by weapons-fire.

7 Local terrorists who don't want the Drax to join the Alliance (angry and wary from a past 'alliance' with the Druuge), hijack two Drax Fleet ships and blast the ambassador's ship to shrapnel.

8 The terrorists two hijacked Drax Fleet ships, and attack your ship.

9 Once you defeat them, the Drax officials speak to you and apologize. However, they inform you they can't negotiate with you for some time, because of civil problems. They ask forgiveness and give you a small, handheld Precursor device they found in Gamma Elonyi 7 as a gift, however. They don't know exactly what it does, but they hope it will be of use.

10 After reporting back to Haven, he says he's been informed that anywhere from ten to fifty Druuge Maulers that just appeared in the Ixis system. They were probably the hyperspace traces we've seen. He warns you to be prepared for trouble when you next go to the Ixis sytem. He tells you that you should go speak with the Chorali, now.

11 You then go off to speak with the Chorali. If you ask them, they'll tell you the handheld device looks remarkably similar to the one they used, but more advanced.

11 When you reach the wrecks, you find 30 Druuge ships surrounding them. They tell you the wrecks are now Crimson Corporation property, and to leave immediately or be destroyed. If you leave, and don't return within 1 minute, the game ends and tells you you've failed, and that the Druuge now have the power to control the galaxy by force. If you stay, a melee battle begins where you rush through Druuge shots towards the Precursor wrecks. The 1 minute time limit still applies, however. You get extra score for destroying Maulers, though more ships come to reinforce as the 1 minute goes by, so doing this is difficult.

12 Once you reach a wreck, control is switched to it. One wreck has a weapon that creates a field of mines that spread out quickly and then engage a nexus of lasers between them. Another fires whirling green balls rather like the Sa-matra. The third launches an expanding shockwave that does massive damage to anything it touches. Any of them can easily destroy the Druuge fleet, and once that's done, you win.

Kohr-Ah and several so-far undecided oter hostiles will attack you every so often, as you wander through space (and hypersace).

TW-Light programmer,
Yura Semashko
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Death 999
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Re: TW-ligt plot
« Reply #148 on: October 28, 2005, 07:14:47 pm »

Unfortunately, due to lack of activity on this front, I shifted my focus elsewhere and would have trouble shifting it back. Also, my graduate studies are getting more demanding.
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