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Author Topic: Concept idea, Main Game difficulty setting.  (Read 7090 times)
Spektrowski
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Re: Concept idea, Main Game difficulty setting.
« Reply #15 on: March 11, 2007, 10:45:21 pm »

More with "the Playful" Talking Pet: maybe, with Talking Pet aboard, have a 5% chance of either one of your ships joining the enemy battlegroup or an enemy ship joining yours? Cheesy I think it would be fun having a Chmmr attacking you and defending against it with a Kohr-Ah obtained earlier Smiley
Also... with the Utwig Bomb aboard, have a 5% chance that any hit sustained by the Vindicator during combat triggers the Bomb, thus becoming fatal.
Add some weird jokes with the useless Druuge artifacts, like: after obtaining Glowing Rod, ANY enemy battlegroups met randomly in space (except for Slylandro) have 12 ships in them. Like a "cursed artifact" in RPGs Cheesy And Wimbli's Trident kills off your planet scanners, only increasing the fun Smiley
Increase the number of Thraddash ships to be destroyed to establish Culture 20.
Make Portal Spawner work only in certain days of the month (say, 1st to 4th, 9th to 12th, 17th to 20th and 25th to 28th). Also would make life harder.
Hierarchy raids on the Starbase would also be fun - maybe, have VUX/Yehat/Ilwrath (if not gone attacking the Thraddash) randomly mixed groups (the Kzer-Za raid wouldn't be fun because they'd just quickly destroy the base, effectively ending the game). The Vindicator gets a distress call from a drone (which moves faster than the flagship on full thrusters) and must react in X days, otherwise the base is destroyed and game over. Maybe, those raids would start after the player gets the Portal Spawner.
Hm, I surely got some Umgah blood in me, HAR! HAR! HAR! Cheesy
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Terrell
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Re: Concept idea, Main Game difficulty setting.
« Reply #16 on: March 12, 2007, 06:47:19 am »

I agree with the earlier poster who is against weakening the player or changing the prices of things.  I remember how much the Precursor ship sucked in SC III.  What's the point of a Precursor ship  that's not deadly to most other ships in the galaxy, after all the Precursors were more advanced than the other races according to the storyline. 

I do like the ideas mentioned about making the AI smarter (would be nice if it applied to Melee as well) also the idea of more ships to fight.  The 5 Druuge trying to get the bomb is a bit weak, I can usually take them with 1 or 2 Earthling Crusiers, so long as I don't have one do a appear really close to me when it warps in.  More Mycon guarding the Sun Device, as mentioned earlier, would be nice too. 

It would be really nice though if another sequel was made, as mentioned in another thread.  I know I would buy it if it were in stores, so long as I knew about it. 
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Re: Concept idea, Main Game difficulty setting.
« Reply #17 on: March 12, 2007, 11:20:53 am »

What's the point of a Precursor ship  that's not deadly to most other ships in the galaxy, after all the Precursors were more advanced than the other races according to the storyline. 
This is a Precursor tug we're talking about, not a battleship. It's not supposed to be deadly, it's just flexible enough to be reconfigured to be quite deadly to races with inferior technology.
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Re: Concept idea, Main Game difficulty setting.
« Reply #18 on: March 13, 2007, 04:22:17 pm »

randomization of the starmap (if the ability to have placeholders in the code for locations is doable) would be enough, with a revamped AI, to make the game replayable forever.

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Re: Concept idea, Main Game difficulty setting.
« Reply #19 on: March 13, 2007, 09:59:49 pm »

Hm, I surely got some Umgah blood in me, HAR! HAR! HAR! Cheesy
Human with Umgah blood? What Umgah you get it from, Har! Har! Har! Umgah have blood? Har! Har! Har!
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jucce
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Re: Concept idea, Main Game difficulty setting.
« Reply #20 on: March 15, 2007, 04:19:15 pm »

I guess the challenge is making it difficult in a fun way and not just more tedious. For example you could halve the amount of minerals on every planet but that wouldn't make it harder to me, just more tedious.

So what could you do?

*Maybe you could have the escape function only work 50% of the time and you can only try to escape once every minute. It will cost fuel whether it works or not.

*Disabling or having the secondary fire of ships weapons cost fuel/resources/credits. Those two things will make you'll fear battles more.

*A better AI would be good of course.

*Making the enemy ships faster so you can't just run away and actually have to avoid zones of influence. Or making the enemies able to "freeze" you for short time.

*Increasing the number of enemy ships and having them venture outside their zones more.

*Disease. If an animal succeeds in attacking your lander there's a chance it'll bring back some disease to your ship. The disease will kill crew/infect resources/infect animal data/something more clever.

*And you could make the animals attack you more and do more damage.

*Being able to take specific damage. Let's say your docking ports/lander/planet scanner/starmap/autopilot/escape drive/weapons/portal spawner/etc. can get damaged in combat and it can be fixed, for a price, at the starbase/a melnorme/the druuge/an ally or maybe you could fix it right were you are if you have the right resources/time/credits/etc.
« Last Edit: March 15, 2007, 04:22:58 pm by jucce » Logged
Death 999
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Re: Concept idea, Main Game difficulty setting.
« Reply #21 on: March 15, 2007, 07:42:45 pm »

Several of those would make the game more annoying without particularly making it more challenging. It's a trick.
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Re: Concept idea, Main Game difficulty setting.
« Reply #22 on: March 15, 2007, 08:04:57 pm »

Yes, "more challenging" means that you will need more skill, not that you will be beaten more soundly.
We should stick with nerfing the flagship, improving the AI... and it's enough.
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Re: Concept idea, Main Game difficulty setting.
« Reply #23 on: March 15, 2007, 11:01:19 pm »

Maybe making it a little more effort to get allies, adding additional quests in for them. Maybe the Pkunk won't ally with you until you bring them the fabled Glowing Rod, or Wimblis Trident.

Maybe some sort of deal between the Arilou and the Orz, cant ally with both at the same time. Of course that would involve the Orz having something worth more than just the Taalo shield, but still.

That kinda stuff.

Which would obviously be even more work then something like randomizing the star map. But I can still dream.
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Re: Concept idea, Main Game difficulty setting.
« Reply #24 on: March 15, 2007, 11:40:24 pm »

If one is foolish enough to go to Falayalaralfali with an Orz ship, deprive him/her of Portal Spawner (don't give quest if he/she doesn't have it yet and take it away if he/she already has it). Totally. And going to Orz space with an Arilou ship means that you'd have to fight hard to get the Taalo Shield.
Make Beta Corvi swarmed with Slylandro Probes - they are programmed to return home after 10 replications, after all Smiley
If one possesses a Druuge ship and encounters the Melnorme, they'd refuse to trade.
If disabling the Melnorme summoning feature of the 'Casters feels too harsh, make the feature cost fuel.
Delay the Shofixti reproduction time.
Make the Pkunk survive their merging with Yehat only if they reach the Yehat space after triggering the revolution.
Increase the Sa-Matra guarding force to 6 Kzer-Za and 6 Kohr-Ah.
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Elvish Pillager
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Re: Concept idea, Main Game difficulty setting.
« Reply #25 on: March 15, 2007, 11:50:10 pm »

Increase the Sa-Matra guarding force to 6 Kzer-Za and 6 Kohr-Ah.
And an Umgah! Har! Har! Har!
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Spektrowski
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Re: Concept idea, Main Game difficulty setting.
« Reply #26 on: March 15, 2007, 11:53:15 pm »

Quote
And an Umgah! Har! Har! Har!
Replace the Sa-Matra with an Umgah Drone! Har! Har! Har! And the real Sa-Matra would be in Umgah space, stolen long ago by the evil blobbies Cheesy And you'd have to act quick to prevent THE UMGAH DEATH MARCH!!!
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Elvish Pillager
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Re: Concept idea, Main Game difficulty setting.
« Reply #27 on: March 15, 2007, 11:56:42 pm »

No, seriously. Especially if you don't show the Umgah in the initial enemy fleet picture. The player will be so surprised when it warps in, whizzes towards you, and starts dealing out 24 damage per second.

For extra fun, make it always warp in right behind you and facing towards you.
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Spektrowski
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Re: Concept idea, Main Game difficulty setting.
« Reply #28 on: March 16, 2007, 12:02:50 am »

Make something like "VUX start" for an Umgah? That's an interesting idea.
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Valaggar
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Re: Concept idea, Main Game difficulty setting.
« Reply #29 on: March 16, 2007, 02:24:53 pm »

Yes, and also larger enemy battlegroups, very large. (so a smaller scavenging revenue)

And some battlegroups that spawn right in front of you requiring picosecond reflexes would be a good idea, but not too many. Just enough to make you actually need to fight enemies when in their territory.

Also, that idea with ships that temporarily leave your fleet when you are in a fight is excellent.
And less ships in your fleet, less crewpods/furnaces/weapons on the flagship.

Not to forget some creative ideas such as getting locked between dimensions when using the Spawner (sometimes), and something like the Space Rangers 2 Black Hole mini-game begins.
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