The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
March 29, 2024, 12:31:01 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Star Control - The RPG/Board Game
« previous next »
Pages: 1 ... 5 6 [7] 8 9 10 Print
Author Topic: Star Control - The RPG/Board Game  (Read 38286 times)
Spektrowski
Frungy champion
**
Offline Offline

Gender: Male
Posts: 77



View Profile
Re: Star Control - The RPG/Board Game
« Reply #90 on: March 13, 2007, 09:42:37 pm »

And think what might come out if you add your combat system into this adventure Smiley It'll be as replayable as the original game Smiley
Logged
Elvish Pillager
Enlightened
*****
Offline Offline

Posts: 625



View Profile
Re: Star Control - The RPG/Board Game
« Reply #91 on: March 13, 2007, 10:13:29 pm »

I stopped liking the Choose Your Own Adventure books much after reading one with literally no happy ending.
Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
My mod
Clay
*Many bubbles*
***
Offline Offline

Posts: 169


What can we do for you...today?


View Profile
Re: Star Control - The RPG/Board Game
« Reply #92 on: March 13, 2007, 10:24:19 pm »

Luckiest Day of Your Life by any chance?
Logged
Elvish Pillager
Enlightened
*****
Offline Offline

Posts: 625



View Profile
Re: Star Control - The RPG/Board Game
« Reply #93 on: March 13, 2007, 10:28:25 pm »

No, something about a haunted house. Unless that's the same book.

I did like a similar series, called "Which Way?", because the options made more sense - a stupid choice was more likely to get you killed than a smart one. In CYOA, the options are usually pretty equivalent, and I would often have smart ideas that the book just left out. Aside from the luck factor and the occasional impossible CYOA book, the Which Way books were more challenging to win.
Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
My mod
Clay
*Many bubbles*
***
Offline Offline

Posts: 169


What can we do for you...today?


View Profile
Re: Star Control - The RPG/Board Game
« Reply #94 on: March 14, 2007, 12:34:44 am »

Nah, Luckiest Day of Your Life is ironically about finding a lucky prize at a carnival.  Some paths lead to a treasure map, others a magic luck stone, and so on.  However, almost any path where you use this lucky item to your advantage leads to a bad ending.  And of course, if you end up leaving it/throwing it away/etc. that's not entirely happy either.  A strange (and highly ironic) book.

CYOA got canned in the late 90s, but some company bought the name and brought it back like a year ago.  Entirely new series though.  (#1 is no longer The Cave of Time for instance.)

Never seen Which Way? Though I do own a couple of Lone Wolf and D&D books...
Logged
countchocula86
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 345


Culture 20!


View Profile
Re: Star Control - The RPG/Board Game
« Reply #95 on: March 14, 2007, 02:28:55 am »

The only choose your own adventure books I ever read were goosebumps ones haha. Good times!
Logged

I like to think you killed a man. It's the romantic in me.
Valaggar
Guest


Email
Re: Star Control - The RPG/Board Game
« Reply #96 on: March 16, 2007, 05:39:20 pm »

Plus, Umgahs regenerate too slow. 2 turns should be reasonable.
Additional suggestions:
1. For collisions: Assign a mass value to each ship. Collisions can only take place in the inertia phase.
To find the collision power of a ship, multiply its inertia with its mass.
For example, a Spathi with inertia 5 and mass 2 collides with an Umgah of inertia 1, mass 1.
Spathi has 10 CP, Umgah has 1.
So the result is that Spathi pushes the Umgah (without being itself affected) 10-1=9 hexes back.
2. Attack Ground: Attack a hex. The hex will be marked with a token. For that turn only (including inertia phase) any ship passing through will be damaged (still roll Attack, Pilot and Reflex dices as usual).
3. The Umgah Cone should have the trait to be activable for a turn (which means that the regen counter is reset, but the cone cannot be penetrated - it cannot miss in the Reflex phase unless it is attacked by a homing weapon).
4. Not all reflex weapons can stop any incoming projectile - for example, Ur-Quan Fusion Bolts pass through Umgah Antimatter Cones.
« Last Edit: June 29, 2007, 09:42:50 pm by Valaggar » Logged
Clay
*Many bubbles*
***
Offline Offline

Posts: 169


What can we do for you...today?


View Profile
Re: Star Control - The RPG/Board Game
« Reply #97 on: March 17, 2007, 01:28:19 am »

The Ariloulaleelay Jump should also be a Full Stop ability. If you don't believe me, test it in the game!

Considering the Ariloulaleelay has full-stop in GENERAL due to its inertia-less drive...seems kind of redundant.

Quote
1. For collisions: Assign a mass value to each ship. Collisions can only take place in the inertia phase.
To find the collision power of a ship, multiply its inertia with its mass.
For example, a Spathi with inertia 5 and mass 2 collides with an Umgah of inertia 1, mass 1.
Spathi has 10 CP, Umgah has 1.
So the result is that Spathi pushes the Umgah (without being itself affected) 10-1=9 hexes back.

So the Spathi knocks an umgah back more hexes than a Pkunk can move in a turn?  Seems iffy.

3. should work that way.  I'll clarify it.

4. Working on that.
Logged
Elvish Pillager
Enlightened
*****
Offline Offline

Posts: 625



View Profile
Re: Star Control - The RPG/Board Game
« Reply #98 on: March 17, 2007, 12:10:03 pm »

So the Spathi knocks an umgah back more hexes than a Pkunk can move in a turn?  Seems iffy.

I tried it in the game. One hit with a Spathi against an Umgah can knock it to about 2/3 the max normal speed of the Pkunk.
Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
My mod
Valaggar
Guest


Email
Re: Star Control - The RPG/Board Game
« Reply #99 on: March 17, 2007, 01:20:02 pm »

Eh, this can be fixed by adjusting the mass values. This was just an example.
And sorry about the Full Stop - I was thinking in terms of EP-Mod's Arilou Arch-Mage.

Plus, after testing the game a bit, I found out that a program for playing it would be a very good idea - it removes the boring aspect of the game completely.
Logged
Clay
*Many bubbles*
***
Offline Offline

Posts: 169


What can we do for you...today?


View Profile
Re: Star Control - The RPG/Board Game
« Reply #100 on: March 17, 2007, 02:44:59 pm »

Hey, I don't suppose anyone has the font used for headers in the SC2 manual?  I remember someone was making a remake of the manual targeted to UQM with it...but I never got the typeface from it.

I'm currently using Eurostile, which is nice, but it might be nice to have some SC-flavored fonts, too.
Logged
Clay
*Many bubbles*
***
Offline Offline

Posts: 169


What can we do for you...today?


View Profile
Re: Star Control - The RPG/Board Game
« Reply #101 on: March 17, 2007, 06:55:47 pm »

Figured it's about time I get going on this.  Gonna start cleaning it up and make a proper game out of it to propose to TFB.  Here it is so far:

http://www.wiseturtle.com/uql.pdf

The little black bars on the right side indicate what chapter you're on, for easy flipping.
Logged
Valaggar
Guest


Email
Re: Star Control - The RPG/Board Game
« Reply #102 on: March 17, 2007, 08:07:32 pm »

No more than one ship per player in a single battle?!
Logged
Clay
*Many bubbles*
***
Offline Offline

Posts: 169


What can we do for you...today?


View Profile
Re: Star Control - The RPG/Board Game
« Reply #103 on: March 17, 2007, 08:13:11 pm »

Multiship combat will be explained in an "advanced rules" section.  I was mainly presenting the design of the page than the text.  Grin
Logged
Jumping *Peppers*
Frungy champion
**
Offline Offline

Posts: 91


Not a Fot


View Profile
Re: Star Control - The RPG/Board Game
« Reply #104 on: March 18, 2007, 02:02:26 am »

Ooh, very slick formatting. I like it.

So you're serious about pitching this to TFB, huh? What are you planning to do about the inertia rules?
Logged

Quote from: Arne, on the origin of the Mycon
Maybe a precursor were just like "Hey I built this mushroom thing, it can traavel between plaaanets!" and the others were like "Yaaaay!" and then they all deliriously clapped their hands and giggled like little schoolgirls.
Pages: 1 ... 5 6 [7] 8 9 10 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!