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

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| | |-+  Cooperative play?
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Poll
Question: If it were possible would you want this feature in the game or a recreation of the game?
No.   -0 (0%)
Melee only.   -6 (54.5%)
Melee and Story.   -3 (27.3%)
I Dont Know.   -2 (18.2%)
Total Voters: 11

Author Topic: Cooperative play?  (Read 3568 times)
JonoPorter
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Cooperative play?
« on: February 19, 2006, 09:18:42 am »

I honestly don’t know how it would be done with the story mode. The only idea I could think up would involve parallel universes. IE one ships shifts into our universe without knowing and the captain is really dense and talks to himself alot. So as a result there are 2 precursor vessels running around. Anything other then that would require rewriting of the script.

For melee you could have a friend control one of your ships and 2 enemy ships come in at the same time.
« Last Edit: February 19, 2006, 09:20:33 am by BioSlayer » Logged

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Re: Cooperative play?
« Reply #1 on: February 19, 2006, 10:16:33 am »

Melee and story cooperatively is something I always thought would be cool to do. It would, however, obviously require some changes.

if for example, you add an ability to colonize planets and build defences, and that the Ur-Quan send some of their thralls at you every now and then, then there's a role for a second player (if not more).

basically, integrate some SC1 elements into SC2.
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Re: Cooperative play?
« Reply #2 on: February 20, 2006, 12:16:16 am »

Well, I sorta agree with both of y'all, but I was thinking, maybe have each player (maximum of 2) would start off in two different stars, one syreenian and one Human captain. I dunno, maybe implement a story change where Commander Talana pilots a second Precursor vessel?
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Re: Cooperative play?
« Reply #3 on: February 20, 2006, 12:27:10 am »

I know musing about future game mods is fun, but if we're REALLY considering how to improve the game, shouldn't the #1 most requested feature be addressed?

*coughnetplaycough*

And no, I'm not milking for yet another thread about how it's not a priority.  I'm well aware. ;p
« Last Edit: February 20, 2006, 12:52:35 am by Clay » Logged
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Re: Cooperative play?
« Reply #4 on: February 20, 2006, 12:43:20 am »

"*coughnetplaycough*

And no, I'm not milking for yet another thread about how it's not a priority.  I'm well aware. ;p" 

Well, that was sorta implied, or at least, I was...
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"The Kohr-Ah are welcome in my galaxy any day --  it's those damned creepy Arilou that I worry about...opening portals to God-knows where and gaining perverse pleasure from manipulating the affairs of non-IDF beings...total smegheads they are." -Emperor Volusianus of the Empire of Volusianus.
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Re: Cooperative play?
« Reply #5 on: February 21, 2006, 05:52:48 am »

Here is a intreasting thought, how about both players control the precurser vessel like one controls the movement of the ship while the other controls the weapons
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Re: Cooperative play?
« Reply #6 on: February 21, 2006, 05:57:10 am »

... utter chaos? That sounds like the "coop mode" for Katamari Damacy 2- unless you like that sort of thing.
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Re: Cooperative play?
« Reply #7 on: February 21, 2006, 06:20:43 am »

Well thats the most Co-op you can get out of this game ^^ Or what you could do is have a small strange object floating close to the precurser ship which the 2nd player controls
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Re: Cooperative play?
« Reply #8 on: February 22, 2006, 03:00:44 am »

dude, that's just a little too...what's the word I'm looking for? no matter, anyways, the point is that if you had two seperate precursor vessels, it would almost eliminate the problems that would occur if one player had to quit, he/she could log off and come back at another time, and the other player could keep going and doing their own thing. The only time that they would really need to communicate would be if one player was low on RUs or ships, and in the final, climatic battle of the Sa-Matra.
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"The Kohr-Ah are welcome in my galaxy any day --  it's those damned creepy Arilou that I worry about...opening portals to God-knows where and gaining perverse pleasure from manipulating the affairs of non-IDF beings...total smegheads they are." -Emperor Volusianus of the Empire of Volusianus.
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Re: Cooperative play?
« Reply #9 on: February 22, 2006, 05:47:07 am »

Your way could work but that is what i wouldnt call Co-op, i would call it more like two people going diffrent ways but with one big goal in common
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Re: Cooperative play?
« Reply #10 on: February 22, 2006, 08:29:51 am »

Anyone here ever seen a gameplay video of StarCon, the canned Star Control 4?

Anyways, what was neat in that, was that a 2nd player could jump in ANY TIME while the other player was playing, just by touching the 2nd player controls... He'd then get assigned a starship, and help the 1st player with battling, etc..

Now, what if you could do that in UQM? That you could "break off" from the main starship (read: take one of the supporting ships for a spin) and help the 1st player with questing and battling (read: wipe out a system)? He won't have a neat SIS, though! Tongue

But then again, this is probably undoable... UQM uses 320x240 graphics, which are then scaled up.. To have two players, you need a splitscreen, which wouldn't run well on this tiny resolution... Sad
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Re: Cooperative play?
« Reply #11 on: February 22, 2006, 01:36:58 pm »

In my opinion, coop play is not possible in UQM, because time is progressing in a nonlinear fashion. For example, if one player is in slow time exploring a planet, another player who happens to be in hyperspace would essentially "freeze" in space. He will have to wait until the other player has finished exploring until he can continue.
Since you spend a lot of time exploring, fighting, and talking (all in slow time), such pauses are very frequent and that makes it practically impossible to play the game simultaneously.
Making time linear would require a major code rewrite of UQM, and I don't think anyone is going to do that.
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