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

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|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Hit Points vs. Crew
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Poll
Question: How baddy you you want to see the crew points changed to hit points?
I'm good, leave it the way it is   -23 (79.3%)
Meah, either way   -5 (17.2%)
I can't stand it, it has to change   -1 (3.4%)
Total Voters: 27

Author Topic: Hit Points vs. Crew  (Read 7052 times)
Draxas
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Re: Hit Points vs. Crew
« Reply #15 on: February 17, 2006, 11:04:05 pm »

Hmm. I seem to recall something... I'm probably not remembering correctly. Ah well. Third-most-threatening, then? Wink

Or, as mentioned, some of the things they say are slightly humorous in (out of?) context. I couldn't help but laugh a little when I saw the Ur Quan's "FLEE!" speech for the first time, but maybe that's just my twisted sense of humor.

I think my main problem with all ships having regenerating hulls, is exactly the fact that it totally borks ship to ship combat, as you say. Is there any reason to use a ship other than an Eluder anymore? Unless you're into completely crippling your opponent's regeneration, then you use the Syreen... and pray that they don't destroy you anyway while you're trying to pick their still slowly regenerating hull apart with your puny weapon.

Sure, the current system doesn't make sense, but it's a game. You're playing the game because it's more interesting than reality, presumably. So why try to make the game mimic reality? Suspend some disbelief, and keep it simple, as silly as the system is when you think about it logically.
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Death 999
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Re: Hit Points vs. Crew
« Reply #16 on: February 18, 2006, 05:22:10 am »

While they don't joke, there are many responses written to be humorous, like the infamous "We did.  You did.  Yes we can. No."

I think that counts, anyway.
While that is very funny, it is not intentional on the part of the Ur-Quan.

The closest I can think of is the "Do you take us for Spathi?" comment by one Kzer-za. Also, I suppose the "If you work to annihilate all non-Ur-Quan life, including yourself, then yes." comment could be a joke; but I don't think that was how it was meant.


In any case, crew! Right!
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JHGuitarFreak
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Re: Hit Points vs. Crew
« Reply #17 on: February 18, 2006, 09:16:43 am »

Back on topic, you could always use the Star Trek defense: No one has invented seatbelts yet, so crew are getting concussions and head trauma constantly  Grin


ROFLCOPTER  Grin
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Re: Hit Points vs. Crew
« Reply #18 on: February 18, 2006, 09:03:05 pm »

Crew.

(and I wanted my signature to appear (the Kzer-Za's Spathi remark Wink))
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Re: Hit Points vs. Crew
« Reply #19 on: February 18, 2006, 09:28:13 pm »

I like the idea of trying to implement both crew & hit points in a second official version of UQM. But for the first version that should be as close as possible to the original, it should probably stay as crew.
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Re: Hit Points vs. Crew
« Reply #20 on: February 20, 2006, 12:20:55 am »

Well, before this falls off the bottom of the forum, I'm glad to see that those who can't stand SC's crew system are in a minority. Perhaps a vocal minority, but now I feel less bad about ignoring this suggestion from now on.
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Re: Hit Points vs. Crew
« Reply #21 on: February 20, 2006, 12:41:10 am »

"After all, why would a Dreadnought lose hull integrity any time it launches a fighter? Are the little buggers actually carving holes in the back of the ship to escape?"

Well...Idunno, maybe the Kzer-za actually have a dark sense of humor and lock their fighter pilots inside the "trunk" of the ship until they need tham and then finally tell them, two at a time, mind you, how to actually use their weapons.
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Re: Hit Points vs. Crew
« Reply #22 on: February 20, 2006, 07:00:53 am »

Well, the "crew" system doesn't work either - why would a Shofixti Scout have six crewmen, after all, when it's clearly a one-man fighter?

The Crew-as-HP system, I think, is mostly just a way to justify paying for repairs to the Flagship and upgrading its health. But I have nothing against it - it keeps the game simple, so that its depth can shine through the more clearly. Keep it the way it is.
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Re: Hit Points vs. Crew
« Reply #23 on: February 20, 2006, 01:20:01 pm »

Quote
Insert Quote
Well, the "crew" system doesn't work either - why would a Shofixti Scout have six crewmen, after all, when it's clearly a one-man fighter?

Well, Commander Hayes did say he served on a Scout during the war, so clearly they can fit more than one person into it. Also, keep in mind that even though the scout is small, it's not exactly a fighter jet. Tanaka had enough fuel stored in his Scout to independently make his way back from Mycon space. This also indicates that he had plenty of provisions, or he would have starved or suffocated long before getting home.  Maybe Tanaka was simply the Captain, and his helsman, gunner, mechanic and so on were killed in action?
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Davey Yungblud
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Re: Hit Points vs. Crew
« Reply #24 on: February 20, 2006, 03:50:39 pm »

Even so, Tanaka was the most bad-ass hero character in SC2, IMHO, so he could handle a scout by himself. plus, he'd have to be badass, if the maidens could handle, well..."handling" him...
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Re: Hit Points vs. Crew
« Reply #25 on: February 21, 2006, 09:07:08 am »

Eh, let's stick with crew.  Not all gameplay mechanics have to make sense.  Besides, over-rationalization gave us the SC3 overpowered monster of the doog constructor.  Let's just leave it as is.
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Re: Hit Points vs. Crew
« Reply #26 on: February 23, 2006, 04:10:21 pm »

Removing the crew system is impossible without changing A LOT of game. So let it be crew. Realism is, well, nice, but not necessary for SC2.
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