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Author Topic: Idea for UQM  (Read 9486 times)
jaychant
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Idea for UQM
« on: September 15, 2008, 03:16:13 am »

I'm back! I'm sure Shiver won't be too happy about that, but he will be happy to know that in addition to my being banned from the SCDB, I have no interest in netplay. But I have come back to the UQM forum because I love this place and I really want to squeeze back in because I miss it so much! This is going to be so much fun! I look forward to having very intillectual conversations with you all!!!

Ok, now for the REAL reason why I'm here. You should know that that stuff I typed above is a bunch of bullshit. The real reason is because I have an idea for UQM.

What if there was a ship editor for UQM? It could work like this:

-First, the player chooses a ship to work from or chooses to start from scratch.
-Next, the player adjusts the mass (size) of the ship as well as the length and width (allowing for longer, skinnier ships).
-After the size has been determined, the player is allowed to change the look of the ship.
-The player then decides how powerful the engine should be.
-Then the weapons are chosen (max 2; player chooses which is primary and which is secondary).
-Finally, special components are selected for the ship

Special notes:
-A ship cannot be massive and small, i.e. it has to cover a certain amount of space total depending on the mass.
-More massive ships have more space.
-More powerful engines require more space
-Different weapons require different amounts of space
-Speed of ships is decided based on both the mass of the ship and the power of the engine
-Ships are not required to have weapons
-Special components take up space and also have certain requirements (i.e. the inertia less drive can only go on small ships).


So tell me what you all think!
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thiosk
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Re: Idea for UQM
« Reply #1 on: September 15, 2008, 04:31:35 am »

I'm telling you,

star control based on the SPORE engine is the way to go
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jaychant
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Re: Idea for UQM
« Reply #2 on: September 15, 2008, 11:48:56 am »

All I know about this game your talking about is you make characters, so... atleast someone understands!
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Re: Idea for UQM
« Reply #3 on: September 15, 2008, 04:53:52 pm »

For all I know about this community (because I am new here), what will happen with your idea split into 2 different pathway: A) ''you got a good idea, if you have spare time go ahead and do it but do not count on us to do it for you. We can give you clue tho.'' B) get spore and do it (like previously said). In either case a ship editor will not be part of UQM since they stated it many time that the goal if it is to recreate to almost original state the game. After, they will made it mod friendly but all mod will not be part of the UQM label.

From my previous gaming experience, tempering with new creation tend to make the game unfair. The very first idea that come to my mind is that you will basically create ship that will be specific to destroy a particular ship with very ease...In a nutshell, before even begin to program.. You should really look at every aspect of the ship designing process and make it very precise. Excel could help you a lot with this one: you could make some equation that give the max weight based upon a ship size and shape. Based on this you can make another set of equation that give you Thrust turning speed and speed itself based upon shape, weight, engine...etc...etc...

If you need help for that part or if you want feedback about what you did, feel free to ask I will gladly help.
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Re: Idea for UQM
« Reply #4 on: September 15, 2008, 05:33:50 pm »

So tell me what you all think!
You should try Master of Orion.
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Re: Idea for UQM
« Reply #5 on: September 15, 2008, 05:37:46 pm »

Quote from: jaychant
I'm back! I'm sure Shiver won't be too happy about that, but he will be happy to know that in addition to my being banned from the SCDB, I have no interest in netplay.

If your posts per day stay low enough, I might not even mind you. The other thing worth pointing out is that we will take pretty much anyone for net melee.


Quote from: thiosk
I'm telling you,

star control based on the SPORE engine is the way to go

As for you... you remind a little of a guy who visited this place insisting that the next Star Control game should be an MMORPG in every post he made. He was ridiculed a little bit for this and eventually left. Please don't be a one-trick pony like him.


I really don't see why another Star Control game should rip off Spore. At all. The selling point of Spore is its deep level of customization. Editors of that nature take up obscene amounts of time and effort to design, time and effort that would be better spent on the core gameplay. If Activision gives TFB the green light, they are not going to let them work with a virtually infinite budget and time frame like Spore (or Starcraft II...) was given.
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jaychant
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Re: Idea for UQM
« Reply #6 on: September 15, 2008, 09:10:55 pm »

Quote
You should try Master of Orion.

Sounds a little familiar. I'll check it out.

Quote
For all I know about this community (because I am new here), what will happen with your idea split into 2 different pathway: A) ''you got a good idea, if you have spare time go ahead and do it but do not count on us to do it for you. We can give you clue tho.'' B) get spore and do it (like previously said). In either case a ship editor will not be part of UQM since they stated it many time that the goal if it is to recreate to almost original state the game. After, they will made it mod friendly but all mod will not be part of the UQM label.

From my previous gaming experience, tempering with new creation tend to make the game unfair. The very first idea that come to my mind is that you will basically create ship that will be specific to destroy a particular ship with very ease...In a nutshell, before even begin to program.. You should really look at every aspect of the ship designing process and make it very precise. Excel could help you a lot with this one: you could make some equation that give the max weight based upon a ship size and shape. Based on this you can make another set of equation that give you Thrust turning speed and speed itself based upon shape, weight, engine...etc...etc...

If you need help for that part or if you want feedback about what you did, feel free to ask I will gladly help.

Ok, I had just a little trouble reading that.

Just so you all know, I am only just starting to use Visual Basic, so I won't be able to make this a reality for a while. I'm just asking what you think so I can perfect the idea and see what I was missing.

Quote
I'm telling you,

star control based on the SPORE engine is the way to go

I actually agree with shiver, there's no reason to copy another game and give it a "star control" theme. Besides, from what I know about "spore", it's an mmorpg, and star control wouldn't make a good mmorpg. Besides, it would be empty.


On a side note, the "insert quote" button isn't working. I get this error message:
Quote
An Error Has Occurred!
Unable to load the 'quotefast' template.

I'm on the default theme, and I'm running Firefox.
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Re: Idea for UQM
« Reply #7 on: September 16, 2008, 04:34:18 am »

What part can I clarify for you? Is it the part where I talk about the ship physical properties?
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Re: Idea for UQM
« Reply #8 on: September 16, 2008, 11:56:28 am »

No, I understand it, I just needed to read it a second time before I understood it.
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Re: Idea for UQM
« Reply #9 on: September 16, 2008, 03:25:51 pm »

Quote
On a side note, the "insert quote" button isn't working. I get this error message:

Use the Babylon theme, or just go to the post editing page by clicking "quote" instead of "reply" (open in new tab and paste from there if you want multiple quotes in a single post).
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Re: Idea for UQM
« Reply #10 on: September 18, 2008, 10:27:25 pm »

What if there was a ship editor for UQM? It could work like this:

-First, the player chooses a ship to work from or chooses to start from scratch.
-Next, the player adjusts the mass (size) of the ship as well as the length and width (allowing for longer, skinnier ships).
-After the size has been determined, the player is allowed to change the look of the ship.
-The player then decides how powerful the engine should be.
-Then the weapons are chosen (max 2; player chooses which is primary and which is secondary).
-Finally, special components are selected for the ship

As meep-eep already wrote — Master of Orion. Perhaps some mod, say «Ur-Quan Masters of Orion 2» ?..   Grin

IMHO, differences between variants already implemented in SC2 are so great that it would be impossible to set up any "universal game balance" via editor validator alone. And UQM in either Adventurre or Melee mode is not anywhere near some strategy with rapid R&D and visible ship design dynamics (like Ascendancy or MoO2) anyway. Therefore, such editor should be mod tool only, not in-game thing (then "balance" validators go into Mauler's furnace, balance is up to specific mod maker).
In either case a ship editor will not be part of UQM since they stated it many time that the goal if it is to recreate to almost original state the game. After, they will made it mod friendly but all mod will not be part of the UQM label.
Right, but there's still something wrong with “make content first, create instruments for making content later” idea.
From my previous gaming experience, tempering with new creation tend to make the game unfair.
Irrelevant. Perhaps most texts ever written are silly or nonsensical, but to draw a conclusion "thou shall not write text editors ever" would be a bit too much, right ?  Wink
The very first idea that come to my mind is that you will basically create ship that will be specific to destroy a particular ship with very ease...
I don't see anything "unfair" here. Only that it has nothing to do with SC2/UQM or anywhere in 100 ly radius around it. Mix of UQM / SC2 style scenario with Master of Orion (PC is Supreme Commander on flagship, and so on) is feasible, but strategy engine as advanced as MoO2 (with AI) in addition to Adventure and Melee engines of UQM obviously is too stretched idea.
Very basic resource management and building ships on Starbase (to make new SC1) and turning 1:1 Melee into full-blown fleet vs. fleet combat would be more realistic aim, though this does not waits for us just round the corner.
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jaychant
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Re: Idea for UQM
« Reply #11 on: September 19, 2008, 12:46:17 pm »

I looked at Master of Orion, and it said it's a TBS. I also tried FreeOrion, but it was VERY confusing and boring. I think I'd rather stick to Warzone 2100.
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Re: Idea for UQM
« Reply #12 on: September 19, 2008, 04:09:39 pm »

try to find master of orion 2 it is t he best of the series...
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Re: Idea for UQM
« Reply #13 on: September 19, 2008, 05:42:39 pm »

try to find master of orion 2 it is t he best of the series...

That is debatable. Sure, MoO2 has prettier graphics, but MoO1 has a few gameplay advantages over its successor. (Spying, larger battles, random tech tree every game, simpler production/colony management, etc...)

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Re: Idea for UQM
« Reply #14 on: September 22, 2008, 01:57:44 am »

I repeat: I am NOT interested in Master of Orion. You can stop derailing the thread now.
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