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

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Poll
Question: Do you think it would be worth it to add new melee options?
No, the regular melee as it is now suits me fine.
I want some new options and play modes, please!
I really don't care one way or the other.

Author Topic: New Super Melee! Options  (Read 6448 times)
Captain_Smith
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New Super Melee! Options
« on: February 19, 2006, 12:35:46 am »

What do you all think on this one?  I know I've talked about another play idea, but recently I've thought of a couple more.

So I'm wondering how something like that would go over, especially if there was interest in possibly making them happen.
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guesst
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Re: New Super Melee! Options
« Reply #1 on: February 19, 2006, 12:56:27 am »

This may surprise those who think of me as a StarControl purist, but with the general nature of the question, yeah, I'd like to see some more Super Melee options. Not the least of which would be an implimation of some sort of scripted battle so that melee challanges would be possible.

The coolest new Super Melee option would, of course, be some implimentation of SC1's stragety mode.

Of course, this would/should be >1.0
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Death 999
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Re: New Super Melee! Options
« Reply #2 on: February 19, 2006, 05:46:29 pm »

I want a moon orbiting the planet!

Cheesy
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Re: New Super Melee! Options
« Reply #3 on: February 20, 2006, 07:03:25 pm »

Thinking about this, how hard would it be to add a "Scenarios" button to Super Melee and have scriptable game scenarios with options for making the melee chanlanges possible.

I suppose I could always disect the code myself.
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Halleck
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Re: New Super Melee! Options
« Reply #4 on: February 21, 2006, 05:11:29 am »

I'd like to see a properly done "SIS melee" option for practice with the flagship- and also the opportunity for SIS vs. SIS battles. SIS configurations could be loaded from savegame files, or the user could be presented with an outfit screen. The hardest thing to implement would probably be SIS vs. SIS mode- as I understand, that would require some code overhauling.
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Re: New Super Melee! Options
« Reply #5 on: February 21, 2006, 10:00:17 am »

I wouldn't mind if the ships that were in SC3 were available in addition to the SC2 ships in SuperMelee. (just make sure that the ships common to both games look like the ships from SC2, especially given the Kohr-Ah Maurader in SC3 was BACKWARDS relative to the one in SC2)

Perhaps other ships could be added later to teams, I'd love to try a Thraddash Torch against some ships outside of the SC 2 choices.
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Chaotic Evil
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Re: New Super Melee! Options
« Reply #6 on: February 21, 2006, 03:15:07 pm »

Missions and Scenarios !
SC1 recreation !

That would be wonderfull, just wonderfull.
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Re: New Super Melee! Options
« Reply #7 on: February 21, 2006, 10:01:32 pm »

Missions and Scenarios !
SC1 recreation !

That would be wonderfull, just wonderfull.


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...SC1 recreation. Yeah....
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I'd like to see a properly done "SIS melee" option for practice with the flagship

What's "SIS"?

Also, I think it'd be cool if your flagship were loaded from your save game. Kind of an incentive to play the full game, at least until you get the configuration you want.
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Re: New Super Melee! Options
« Reply #8 on: February 22, 2006, 12:26:24 am »

What's "SIS"?

Also, I think it'd be cool if your flagship were loaded from your save game. Kind of an incentive to play the full game, at least until you get the configuration you want.
SIS = Super Integrated Starship, i.e. the flagship.  Wink
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Re: New Super Melee! Options
« Reply #9 on: February 22, 2006, 03:38:34 am »

I would want one thing- Superdualistic combat. Entire fleets fighting at once, not just one ship enters at a time stuff. All you need to change is have ships' and missiles' AI attack the closest target (or in the case of missiles, factor in the targets' degrees from the bow, a la Starflight.)
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Re: New Super Melee! Options
« Reply #10 on: February 22, 2006, 04:44:44 am »

All you need to change is have ships' and missiles' AI attack the closest target...
Not so simple... you'd have to overhaul the combat system to support more than two ships which would be no easy task. Timewarp has this functionality, however.
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Re: New Super Melee! Options
« Reply #11 on: February 22, 2006, 05:50:44 am »

what would be nice is to have the retreat function from the main part of the game to the super melee so you could retreat and bring in another ship but if the retreated ship was damaged it would stay damaged
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Re: New Super Melee! Options
« Reply #12 on: February 22, 2006, 12:23:47 pm »

what would be nice is to have the retreat function from the main part of the game to the super melee so you could retreat and bring in another ship but if the retreated ship was damaged it would stay damaged
That sounds like an excellent idea- I can't imagine it would be all too hard to implement since the code is already there. The one modification that would have to be made is that ships which have been pulled from combat would be able to re-enter it later, or perhaps only after all other ships have been defeated.
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Re: New Super Melee! Options
« Reply #13 on: February 22, 2006, 02:32:53 pm »

what would be nice is to have the retreat function from the main part of the game to the super melee so you could retreat and bring in another ship but if the retreated ship was damaged it would stay damaged

No, bad idea. The problem is if you're in a losing matchup you escape out, okay, then grab a better ship. Then their in a losing battle so they escape out, grab a better ship, then you're in a losing matchup. So you escape out... on a on. Maybe it'll stop on Chmmr vs Chmmr, but besides that. It completely destroys the rock-paper-scissors aspect of melee, albiet super-melee doesn't always tend to that as much as SC1 melee did, but it's still there.
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Re: New Super Melee! Options
« Reply #14 on: February 22, 2006, 02:49:05 pm »

Perhaps with some restrictions like there are in singleplayer (ex. recalled ships can't fight anymore) the rock-paper-scissors dynamic could be preserved. For example, you could be limited to one recall per round, or given a limited number of recalls at the beginning of a melee match and have to decide when to use them.
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