Pages: [1] 2
|
|
|
Author
|
Topic: Ideas? (Read 5938 times)
|
Rougethebat
Zebranky food
Offline
Posts: 17
HI!
|
|
Ideas?
« on: July 24, 2005, 11:04:14 pm » |
|
One question guys... are Ideas or suggestions fo "options" or future additions welcome. Me and my husband actually sit around sometimes (this may be sad... but we like it) and just come up with ideas about SC2 mods. We have a small list we are compiling and I will be putting it up on my own... but I wondered if
A. it was welcome here. B. if anybody (person/group) would like to help implement these ideas.
Now for clarities sake I will describe one or two.
1. Precurser artifacts, as in SC1... perhaps on planets precurser items could be discovered. such as the turning jets or batteries. these could be located by going to a planets surface... it would not show up on a scan... that way it would be more like SC1 where you never knew. these would be randomly placed. perhaps for simplicity each time you went to planets it would randomly determine when the ship orbits. make them small so that they are harder to find quickly.
the ability to get different schematics for modules (1 for button 1, and 1 for button 2) that allowed you, assuming you had been able to get the schematics of the ships or had perhaps destroyed a certain # of enemies, you could actually get those abilities for your ship. now to clarify... the abilitiy to use missiles (the ones from an earthling) in a module bay, it could be used as a main or aux. weapon, it would be non upgradable and would use the exact same amount of power as an earthling. the limitations on the modules would be that if could only be put in certain slots and would overide the "bigger guns" such as hellbore cannons. if you team up with orz you could get go-gos, not all ships sould have something useful, ie I really don't see how the tounge from zot would help.
if these ideas are of value great if not, please by all means say so and ignore them, i believe that fans, the people that play should have a say... but it's the programmers who decide. if my ideas are welcome let me know... as the old comedian said "I got a million of 'em"
R
|
|
|
Logged
|
|
|
|
|
0xDEC0DE
*Many bubbles*
Offline
Posts: 175
|
|
Re: Ideas?
« Reply #2 on: July 24, 2005, 11:27:01 pm » |
|
One question guys... are Ideas or suggestions fo "options" or future additions welcome. Ideas are like assholes. Everybody's got 'em, and they all stink.
In all honesty, unsolicited ideas without a working example to back them up are just so much talk. This is, of course, a forum, so talk is the only currency worth a damn, but don't treat it as anything more than that (and certainly don't expect anything to come of any of it) unless you are prepared to back up words with actions.
Or, as Meep-Eep put it, see here.
1. Precurser artifacts, as in SC1... perhaps on planets precurser items could be discovered. I would impore you to read the older posts on this forum; this topic has been explored already; and I've said my piece on this matter here. I think the points raised are still valid.
the ability to get different schematics for modules (1 for button 1, and 1 for button 2) that allowed you, assuming you had been able to get the schematics of the ships or had perhaps destroyed a certain # of enemies, you could actually get those abilities for your ship. Interesting. It assumes a degree of modularity in the game code that does not exist today, and when given the choice between auto-tracking hellbores and, well, ANYTHING, I'm going with auto-tracking hellbores, but more variety in ship upgrades could make for some interesting gameplay. And some interesting challenges: "Try beating the game with no escorts and only the ZoqFot Tongue module!"
|
|
|
Logged
|
"I’m not a robot like you. I don’t like having disks crammed into me… unless they’re Oreos, and then only in the mouth." --Fry
|
|
|
Megagun
Enlightened
Offline
Gender:
Posts: 580
Moo
|
|
Re: Ideas?
« Reply #3 on: July 25, 2005, 11:59:28 am » |
|
Haw haw haw...
Well, ideas are always welcome, if you can back them up with a code snippet.. "Hey, I want this can you make it"? No. "Hey, I want this, and got this made already, can you help"? I'll take a look. "Hey, I want this, and got this large part made already, but I need someone to test, can you help"? I don't see why not. Glad to be part of the testing team...
In other words: I'll be glad to help, as long as I don't need to do 99% of the work. Testing is always fun, so I/We can help with that at all costs...
Great idea of the extra mods thing, though.. And to kill the "Hellbore with Autotracking" comment: Not if Hellbores are 12500 RU.. "Hey there, friend Spathi! Can you borrow me some RU? I'm saving for one of those el-neato Hellbore Cannons"...
|
|
|
Logged
|
|
|
|
harth1026
*Many bubbles*
Offline
Gender:
Posts: 142
|
|
Re: Ideas?
« Reply #4 on: July 25, 2005, 03:07:26 pm » |
|
Let's see what kind of ideas were given on this forum by people that were waiting for someone else to follow through with them.
- Porting UQM to the PSP
- Making a Star Control MMORPG
- Making a Star Control 1 game with the UQM code
Oh wait, that last one was my idea.. Forget I mentioned it...
|
|
|
Logged
|
|
|
|
Captain_Smith
Guest
|
|
Re: Ideas?
« Reply #5 on: July 26, 2005, 02:35:52 pm » |
|
Yeah, there's been SO many ideas for enhancements that have been placed into this forum over the lifetime of UQM.
Best would be to just see that link, unless you're willing to put up the resources to make the change yourself.
Speaking of which, if you want something different for Super Melee, I put an idea in here you can do yourself with the current code: Endurance Melee. You pick out the two ship sets, instead of the game ending when one side loses all the ships, you continue on with your set until your ships are gone. Basically keep score of the point values of the ships you blow up, and that's your score. If you finish out your opponent, delete your ships that blew up, and restart the game.
If you dig you'll find a thread I started regarding that one.
|
|
|
Logged
|
|
|
|
Death 999
Global Moderator
Enlightened
Offline
Gender:
Posts: 3874
We did. You did. Yes we can. No.
|
|
Re: Ideas?
« Reply #6 on: July 26, 2005, 04:52:12 pm » |
|
Well, do you have other ideas which would be easier to implement and not do violence to game balance?
|
|
|
Logged
|
|
|
|
Deus Siddis
Enlightened
Offline
Gender:
Posts: 1387
|
|
Re: Ideas?
« Reply #7 on: July 27, 2005, 01:05:36 am » |
|
When UQM 1.0 is out, there will probably be more programmers free to try out new things, based on the then completed engine (or a new one, perhaps). Here's what would probably be most popular and give you the most bang:
1) New graphics! (Extra good for those of us artists who can't program to save our lives.)
2) Mod where the deadline is erased, so you can just keep exploring forever (like in Starflight 2).
3) Make more than 2 ships able to fight at one time. You could send in your entire fleet at once under AI control (you'd just be controlling one ship at a time and "cyborgs" would control the others.)
4) An online version of Super Melee (it sounds like this would be really hard to do).
I'm not suggesting that anyone make these for my non-programming self, just making some guesses as to what seem to be most desired.
|
|
|
Logged
|
|
|
|
|
Deus Siddis
Enlightened
Offline
Gender:
Posts: 1387
|
|
Re: Ideas?
« Reply #9 on: July 27, 2005, 04:15:20 pm » |
|
Is timewarp still going or is it just TWL now. (I thought youbastard said he'd restarted the first project, but maybe that was timewarp lite that he was refering to.) Anyway, what I meant was a mod of UQM. That way, the game is mostly completed already and all the AI and stuff works the same.
P.S. Do any of the timewarp games have working online play at this time? I tried timewarp's but it crashed on me.
|
|
|
Logged
|
|
|
|
|
Deus Siddis
Enlightened
Offline
Gender:
Posts: 1387
|
|
Re: Ideas?
« Reply #11 on: July 27, 2005, 11:03:17 pm » |
|
I'm a 3d artist by hobby, but I have not suggested anything (thus supporting your theoryj).
I'm pretty busy with another freeware game, but I'm not sure how much help would be required anyway, at this point, since you have all those SC2 ship models floating around, from which to make sprites. The only other thing you'd need a lot of are those multilayered communication pictures for the various species. Did you say that the final version of UQM will have an advanced xml system for replacing content and changing stats?
|
|
|
Logged
|
|
|
|
|
Arne
Enlightened
Offline
Gender:
Posts: 520
Yak!
|
|
Re: Ideas?
« Reply #13 on: July 28, 2005, 03:14:54 am » |
|
Pages of Now and Forever has a forum section for ideas (for SC4 (or 3)).
|
|
« Last Edit: July 28, 2005, 03:17:00 am by Arne »
|
Logged
|
|
|
|
Megagun
Enlightened
Offline
Gender:
Posts: 580
Moo
|
|
Re: Ideas?
« Reply #14 on: July 28, 2005, 11:55:23 am » |
|
Is timewarp still going or is it just TWL now. (I thought youbastard said he'd restarted the first project, but maybe that was timewarp lite that he was refering to.) Anyway, what I meant was a mod of UQM. That way, the game is mostly completed already and all the AI and stuff works the same.
P.S. Do any of the timewarp games have working online play at this time? I tried timewarp's but it crashed on me.
Not perfectly working, no..
The thing is, that the game crashes when on one PC, someone dies, and on the other, he does not... This happens a lot because of the fact that Asteroids aren't synced, thus meaning that on one PC someone can bounce in an asteroid, but not on the other PC... Also, Syreen calls aren't working in multiplayer correctly..
|
|
|
Logged
|
|
|
|
Pages: [1] 2
|
|
|
|
|