The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
September 18, 2024, 12:11:19 am
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)
| | |-+  Modifying Star Control Ships! - Thraddash Edition
« previous next »
Pages: 1 [2] 3 4 Print
Author Topic: Modifying Star Control Ships! - Thraddash Edition  (Read 13871 times)
Alvarin
Enlightened
*****
Offline Offline

Gender: Male
Posts: 798



View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #15 on: May 03, 2008, 03:54:48 pm »

Nice idea - make a rhino behave like one Smiley
Logged
Ph
Zebranky food
*
Offline Offline

Posts: 35


baby we can photoshop until we both rofl


View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #16 on: May 04, 2008, 01:47:24 am »

I think I like Niles' design best out of all of those suggested so far.
Logged
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3873


We did. You did. Yes we can. No.


View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #17 on: May 06, 2008, 11:30:03 pm »

Or for even more charging action, make the thraddash have the special ability that it can pass through enemy ships. Then it can drop flames inside them, which really changes the tactics.
Flames would have to be toned down in that case, of course.
Logged
Mr Brian
Zebranky food
*
Offline Offline

Posts: 35



View Profile WWW
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #18 on: May 07, 2008, 06:23:58 am »

Well I tried my hand a quick edit of the ship

Thruster used to give a boost of 12

Now gives a boost of 3,  and the flames get a boost of 9 in opposite direction.
Bullet life shortened from 15 to 8  and inherits parent velocity  (none of the long shots while moving backwards stuff..)
Flames inherit 50% of ships velocity

So now a new tactic for the thraddash can be to fly towards the opponent, spin and hit the afterburners, sending flames their way

http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/uqm-thradedit.zip
« Last Edit: May 07, 2008, 06:34:32 am by Mr Brian » Logged
Terrell
Frungy champion
**
Offline Offline

Gender: Male
Posts: 75



View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #19 on: May 12, 2008, 10:11:26 pm »

I would leave it alone for the most part.  If I were going to change it at all, I'd allow it to fire slightly faster (2 shots on screen at once rather than 1), and slightly shorten the range of the main gun (maybe 5%).  The remaining features of the ship I would keep the same.
Logged
Ph
Zebranky food
*
Offline Offline

Posts: 35


baby we can photoshop until we both rofl


View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #20 on: May 23, 2008, 11:58:37 am »

Actually, I'd be impressed if someone could design a Syreen counter at all.
Having posted that, it was inevitable that I'd end up trying my hand at sketching out such a ship myself.  I figure I might as well post it here, as there's not that much activity of any other kind in this thread at the moment.


Quote
Speed:  slow
Acceleration:  moderate?
Turning rate:  poor to moderate
Mass:  4?
Size:  Medium, with sides somewhat wider than front and back
Crew:  24?
Battery:  24?
Energy regain:  Moderate?

Primary:  Forward-firing laser weapon, with somewhat longer range than the VUX laser.  The catch is that it doesn't fire every frame.  Its damage per second should be moderate, as should its energy usage be.  The beam should be very wide, making it hard to hide between facings.

Secondary:  Four missiles launched simultaneously from the diagonal corners of the ship (spaced at 90 degree intervals).  These missiles have only 1 hp each.  They should also be pretty small and hard to shoot down.
Damage:  2?
Speed:  same as Earthling missiles?
Range:  medium
Homing:  good, but not enough for you to ever be hit by more than two from the same launch
Knockback:  enough to keep small ships at a distance from you, but not enough to have much of an effect on a large ship.
Rate of fire:  moderate to fast
Energy usage:  4?

The secondary is the main reason I think this ship would counter Syreen.  A faster ship can dodge the missiles, a ship with better weapons can shoot them down, and a larger ship can just plow right through them.  The Syreen, on the other hand, has no defensive weapons, low mass, and poor acceleration.

Bear in mind that I'm not saying this should necessarily be done to the Thraddash; it was just a thought experiment.  I'd also like to know whether or not you guys think this design is any good.  I'm pretty sure I have the general idea right, but this ship could easily be overpowered or underpowered or not fun to play.
Logged
Shiver
Guest


Email
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #21 on: May 23, 2008, 02:28:56 pm »

I'd also like to know whether or not you guys think this design is any good.

That design is good, probably good enough to put in the game. I have one beef with it: That appears to be stronger than 10 points. Possibly stronger than the balance mod Syreen cost of 14. An extremely wide beam that fires sporadically sounds like a clumsy weapon, but with wide enough coverage that you can shoot down Earthling missiles, Spathi Torpedos and VUX limpets consistently. Fast ships like Slylandro would have a problem with the missiles unless you were very particular about how you balanced them.

To nitpick a bit, I should also point out that Syreen's acceleration is very good. The problem is its top speed, which is what you must have meant.
Logged
jaychant
Guest


Email
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #22 on: May 23, 2008, 09:04:51 pm »

Shiver, I would think you of all people would know that the Syreen's acceleration is not very good. How do you figure it's good? Sure, the delay is small (close to nonexistent), but the acceleration is lacking.
Logged
Elvish Pillager
Enlightened
*****
Offline Offline

Posts: 625



View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #23 on: May 23, 2008, 09:36:12 pm »

What are you talking about? Syreen are about on par in acceleration with Ilwrath and Orz.
Logged

My team of four Androsynth and three Chmmr is the most unfair team ever!
My mod
Ph
Zebranky food
*
Offline Offline

Posts: 35


baby we can photoshop until we both rofl


View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #24 on: May 24, 2008, 03:17:00 am »

An extremely wide beam that fires sporadically sounds like a clumsy weapon, but with wide enough coverage that you can shoot down Earthling missiles, Spathi Torpedos and VUX limpets consistently.
Well, I had thought that the ship's turning rate would be slow enough for this not to matter.  Feel free to nerf the primary, though; it's not a big part of the design of the ship.  I could have easily made it something lame like the Spathi's primary, but I guess I made it unique just for fun.

To nitpick a bit, I should also point out that Syreen's acceleration is very good. The problem is its top speed, which is what you must have meant.
Sorry about that.


Edit:  Thinking about it some more, there really is no good way to balance the wide laser beam with turning rates.  The Melnorme's poor turning speed doesn't prevent its charge shot from being used as a shield.  And this ship should have decent turning speed anyway, so that you can aim the missiles.  Nerfed primary it is.
« Last Edit: May 24, 2008, 10:21:19 am by Ph » Logged
Cedric6014
Enlightened
*****
Offline Offline

Gender: Male
Posts: 701



View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #25 on: May 25, 2008, 10:15:39 pm »

Shiver, I would think you of all people would know that the Syreen's acceleration is not very good. How do you figure it's good? Sure, the delay is small (close to nonexistent), but the acceleration is lacking.

Arg
Logged

Play online melee here! http://irc.uqm.stack.nl/
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #26 on: May 26, 2008, 01:38:36 pm »

I'm really going to have to call trolling on this, unless jaychant forgot the difference between acceleration and speed in just a few months.

Why does everyone say that the Avenger is faster than the Cruiser? The Avenger has better acceleration, but the Cruiser has better speed. Roll Eyes

Or perhaps I haven't been reading the threads closely enough and am missing something embarassingly simple. Oh well.

The new ship looks interesting, and I look forward to trying it out in a mod. I'll leave it to the experts to design the most suitable ship though.
Logged

What's up doc?
jaychant
Guest


Email
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #27 on: May 27, 2008, 06:30:13 am »

I don't know why you think that the Syreen's acceleration is good and its top speed is bad, but oh well. It looks to me like the top speed is average at least, but it takes like 2 seconds to get to that top speed!
Logged
Shiver
Guest


Email
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #28 on: May 27, 2008, 07:08:33 am »

Quote from: Lukipela
The new ship looks interesting, and I look forward to trying it out in a mod.

Yeah, whenever EP decides to do something. That or we're going to need another person who can program and compile.
Logged
Waylander
Frungy champion
**
Offline Offline

Gender: Male
Posts: 66



View Profile
Re: Modifying Star Control Ships! - Thraddash Edition
« Reply #29 on: May 29, 2008, 02:48:14 pm »

While I know I'm gonna cop it for this I honestly don't see a problem with the Torch provided the person who plays it is decent at attacking. I mean I can play the Torch and I don't run away for like 20 minutes (whoever that person is you should be ashamed) I'm pretty sure that if you wanted to you could do the same with other ships with high top speeds such as the Skiff or the Eluder and they even have more effective weapons.

I do think though that if the flames took some of the speed from the ship when they were dropped that it would make it an extremely effective weapon. I know when i use the Torch i get quite annoyed at the flames when they just drop and sit in the stupidest position when they should move in regards to the ships motion. I can imagine doing a quick 180 in front of a 'banana boat' and watching it burn to pieces as it frantically tries to escape the oncoming fiery death.   
Logged

Chaotic Good, the only real good alignment!
Pages: 1 [2] 3 4 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!