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Author Topic: Orz marines  (Read 5067 times)
Valaggar
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Re: Orz marines
« Reply #15 on: February 07, 2007, 09:25:50 am »

Quote from: Death 999
You can however crew up the Orz with crew pulled from the Vindicator, which suggests a strong degree of adaptibility.

Perhaps Zelnick has special scuba-diving suits aboard.

About crew transfer... you can have entire ships or crews of Orz, Druuge etc. even while you're an enemy of them! And you speak about the problem the Nemesis would pose because of acclimatization...
« Last Edit: February 07, 2007, 09:32:15 am by Valaggar » Logged
Valaggar
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Re: Orz marines
« Reply #16 on: February 07, 2007, 09:49:41 am »

Perhaps you enslave enemies in your battlegroup...

And the Orz have their ethanol suits, you have oxygen suits too perhaps... No problem in this area.

And the Syreen... Orz hypnotised crew dies if let in space for a time... and marines do not. But Orz need suits to survive inside the Penetrator. Then either the disruption of the link with the 'Orz collective' destroys them OR the Orz launch into space without suits and the Syreen prepare ethanol tanks aboard...
Quote from: Syreen
Come here, Orz! We have ethanol hot tubs here!  Kiss
« Last Edit: February 07, 2007, 03:50:15 pm by Valaggar » Logged
AngusThermopyle
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Re: Orz marines
« Reply #17 on: February 07, 2007, 03:31:01 pm »

You know, the more I think about it, I think you're probably right, Draxis.

Consider this: You ally with the Orz and build a couple of Nemesis ships at your Starbase. Now go talk to the Orz about the Androsynth and all of your Nemesis ships will join the Orz battle group after you tick them off. Now I simply can't imagine a human/Shofixti crew suiting up for battle to board and destroy the Vindicator. Heh, the Shofixti (and probably humans too) would sooner destroy their own Nemesis first, I think.
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Valaggar
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Re: Orz marines
« Reply #18 on: February 07, 2007, 03:45:01 pm »

Quote from: AngusThermopyle
Consider this: You ally with the Orz and build a couple of Nemesis ships at your Starbase. Now go talk to the Orz about the Androsynth and all of your Nemesis ships will join the Orz battle group after you tick them off.
They DON'T join the enemy battlegroup, that's what I was talking about! They fight for you against their own brethren!

Quote from: AngusThermopyle
I simply can't imagine a human/Shofixti crew suiting up for battle to board

Hmm... In fact, if you crew up a Nemesis with non-Orz crew, HOW CAN THEY USE SUITS?! The suits are full of ethanol. And if you dry them, still you CANNOT fly a piece of alien technology (remember the restriction?)! - Yes, the Dreadnought fighters can be piloted by non-Ur-Quan, but that's because they are specifically designed for being used by non-Ur-Quan
« Last Edit: February 07, 2007, 03:48:23 pm by Valaggar » Logged
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Re: Orz marines
« Reply #19 on: February 07, 2007, 04:35:31 pm »

They DON'T join the enemy battlegroup, that's what I was talking about! They fight for you against their own brethren!
Looks like we're both sorta right on this one. I tested this, and they do leave your fleet, but they do not join the enemy battlegroup as I had thought. (I know this because I only fought 1 Nemesis after I ticked them off, and yet I had two Nemesis in my fleet. So I should I have fought 3 if they did defect.)

So that leaves open the marine question and where do those Starbase-built Nemesis go after you annoy them too much with Androsynth questions?
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Valaggar
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Re: Orz marines
« Reply #20 on: February 07, 2007, 06:14:34 pm »

Hmm... albeit it seems strange to me, perhaps non-Orz CAN fly marine suits, and then the non-Orz in your Nemesis ships fight the Orz and the ships blow up (imagine these fishy Nemesis ships shaking in a cloud with "AARGH!" and BOOM!" and "POOF!" words thrown from inside,  Cool a-la-cartoons...)

Or non-Orz don't fly suits, and then when there are no available Orz aboard, the suits launch by themselves (brr, haunted suits!) and become *fingers*.  Undecided
And Nemesis ships in your fleet leave to attend to more important matters (?!). Apropos - This doesn't happen to the Druuge, right? (the only other race that you get to have their ships in your fleet when they turn against you) That's because they sold you these ships, and then their captains are your slaves...This interpretation would let open the question: "Why do Orz crewmen in your ships not turn against you?!" (in the first case, the Orz Captain is then the only Orz aboard. That's why in the Melee picture there is only one Orz). So I incline towards the first interpretation.

Or a combination of both: the Nemesis ships are not fully crewed by Orz *fingers* so part of the suits must fight unpiloted. And the Orz+non-Orz fight on the ships and destroy them.

(I am of course assuming that the crew is actually an abstract representation of crew+hull resistance, an interpretation that is most likely)
« Last Edit: February 07, 2007, 06:19:42 pm by Valaggar » Logged
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Re: Orz marines
« Reply #21 on: February 07, 2007, 08:05:25 pm »

The third race that may turn against you while having their ships in your battlegroup is Thraddash - if you befriend them, build some Torches at the Starbase and then steal the Aqua Helix.
Still, it's interesting whether one can get an Orz corpse for study Cheesy
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Re: Orz marines
« Reply #22 on: February 07, 2007, 09:38:15 pm »

Three other possible same-race matchups are:
Spathi vs. Spathi - if you have Fwiffo and decide to attack Spathi at the first encounter.
Yehat vs. Yehat - after the Revolution starts.
Umgah vs. Umgah - after you free them from Talking Pet and get to their homeworld, they give you 4 Drones and attack you.
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Shiver
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Re: Orz marines
« Reply #23 on: February 07, 2007, 09:58:56 pm »

You can build Torches? Really? Oh, I totally forgot...
And they stay with you after they stole their wonderful Aqua Helix?! Eh, these fools... Small IQ.

No they don't. If you steal the Helix but never speak to the Thraddash again you can keep your Torches. As soon as one of their patrols tracks you down, your Torches will abandon you just like with the Orz. If you ask me, the player is not really meant to use Thraddash Torches in the main game and taking advantage of this loophole is abuse.
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Captain_Smith
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Re: Orz marines
« Reply #24 on: February 07, 2007, 10:02:53 pm »

Or you could say the captain kept the Thraddash captains out of the loop, or they were just too stupid to know where it came from until their Thraddash bretheren tell them.

Captain: "Look what we found on a planet, nice twisty glowing thing."
Thraddash: "Yeah! Snort!  We got one of those things too.  Cool thing, right?"
Captain: "Uh, yeah, right.  Very cool!"

And so on.  Grin
« Last Edit: February 07, 2007, 10:05:29 pm by Captain Smith » Logged
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Re: Orz marines
« Reply #25 on: February 08, 2007, 03:07:01 am »

Perhaps, part of the Nemsis' design blue-prints that are given to you includes information on how to build marine suits. Of course, then this brings in some more questions like why you can't keep building the ships if you have the blue-print (regardless of whether the Orz are your buddies or not). I guess maybe they give you some special materials, and when you're no longer allying they stop supplying.
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Re: Orz marines
« Reply #26 on: February 08, 2007, 09:42:45 am »

It's simpler. A race's ship can be captained only by member of that race. So if you have no Orz (or, say Spathi) to captain the ships, they are useless.
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