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| | |-+  UQM Mod Race Replacement
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Poll
Question: Select a race:
Thraddash   -2 (9.5%)
Supox   -7 (33.3%)
Utwig   -1 (4.8%)
Umgah   -1 (4.8%)
ZoqFot   -7 (33.3%)
Spathi   -1 (4.8%)
Orz   -1 (4.8%)
Mycon   -1 (4.8%)
Total Voters: 19

Author Topic: UQM Mod Race Replacement  (Read 7901 times)
Toka
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Re: UQM Mod Race Replacement
« Reply #15 on: January 23, 2008, 08:09:25 pm »

Quote
PS: I still can't see any results, why is this?
you have to choose one yourself, than you see the results instead of
having the option to choose.
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Omne35
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Re: UQM Mod Race Replacement
« Reply #16 on: February 13, 2008, 12:28:30 am »

Personally I wouldn't miss the Umgah. Outside of getting the talking pet they don't serve much purpose and they're not very amusing after the first few interactions.  The Zoq-fot-pik were more fun to talk to and more likeable.
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Kazagistar
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Re: UQM Mod Race Replacement
« Reply #17 on: February 13, 2008, 03:47:20 am »

Supox... they played no real role and just sort of hung out with the Utwig. They could be removed without altering anything.

All the others have some sort of major role in the story; the ZotFot are very important because it's their job to start the crusade of the Kohr-Ah, and however trivial the Spathi seem now, the first time you play, they are the ones who point you in the right direction right at the beginning of the game, and really what gets new players hooked (or so it was for me).
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Cedric6014
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Re: UQM Mod Race Replacement
« Reply #18 on: February 13, 2008, 10:24:17 pm »

Supox... they played no real role and just sort of hung out with the Utwig. They could be removed without altering anything.

They do give you the Ultron though - which proves quite useful in the end.
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Re: UQM Mod Race Replacement
« Reply #19 on: February 14, 2008, 12:58:36 am »

Supox... they played no real role and just sort of hung out with the Utwig. They could be removed without altering anything.

They do give you the Ultron though - which proves quite useful in the end.
Which is all they do. It might as well have been any other race.
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Re: UQM Mod Race Replacement
« Reply #20 on: February 14, 2008, 03:08:50 am »

Which is all they do. It might as well have been any other race.

Agreed. There's no reason to go back to them after your initial encounter. Even if you're curious about them, they don't seem to have as much dialog as other races.
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Dancing Fungus
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Re: UQM Mod Race Replacement
« Reply #21 on: February 14, 2008, 04:24:41 pm »

An alternative could be to actually make the Supox into something. It could be a bit of work but the result could be quite cool.
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Re: UQM Mod Race Replacement
« Reply #22 on: February 14, 2008, 04:42:57 pm »

Yeah, there are quite a few interesting things you can do with a race such as the Supox.
One of the things that come to mind:
After the Supox join the Alliance and start mixing around a bit with other Alliance races, it is found that the Supox aren't being too friendly with the local fauna that reside on Alliance races' planets. Alliance races get moany, Zelnick gets blamed, zelnick moves over to Orz, asks them favour, Orz go and "have their fun" on the Supox, problem solved.

Ofcourse, something like that might not actually 'work' in-game, and  I probably overlooked something.

Thing is, though, that the current UQM races are awesome, yet might need a little more story attached to them. An entirely new user-created race might not meet up to the quality the other UQM races have. You'd need some pretty extraordinary thinking and dialogues/other writing for a user-created race to be a success. Most likely, the only person who would *really* like the user-created new race, is the person designing said user-created new race. That is also the reason why, if a fanmade sequel is done, no new races need to be added. In general, new races = bad; look at SC3. Just keep it to the races we all know and love, and expand those, and you'd have success!
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