The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
September 25, 2022, 09:50:59 am
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Idea for mod
« previous next »
Pages: [1] Print
Author Topic: Idea for mod  (Read 1617 times)
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3867


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


View Profile
Idea for mod
« on: April 22, 2009, 05:00:29 am »

It occurred to me that there a simple mod could allow the player to strike a Kohr-Ah shipyard, thus buying more time for the war.

We'd need to pick a system, modify it to add a starbase and protective fleet, add a 'landing' dialog which destroys the starbase (is that possible?), and hints from relevant allies (ZFP, Utwig) concerning its location.

There could also be an Ur-Quan facility, though it wouldn't be such a good idea to hit it.

What do people think?
Logged
Shiver
Guest


Email
Re: Idea for mod
« Reply #1 on: April 22, 2009, 05:40:27 am »

That poses a continuity problem. If a relatively weak species like the Thraddash can repel a fully upgraded precursor tug at their homeworld, wouldn't an Ur-Quan space station be unassailable as well? It's a good idea, though. Perhaps it could be a sidequest for the underdeveloped Supox. They offer to run interference around the Kohr-Ah space station's star system for a few days, leaving the station with 6-10 guards. If you beat the guards and smash the station, the Kohr-Ah death march date is pushed back. Something like that.
« Last Edit: April 22, 2009, 05:42:15 am by Shiver » Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Idea for mod
« Reply #2 on: April 22, 2009, 11:02:47 am »

Imo, the time the player has should be enough. The sense of urgency adds to the atmosphere of the game.
Technically, it is possible, and should not even be all that complicated. You'd need new samples though, for the new dialog.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3867


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


View Profile
Re: Idea for mod
« Reply #3 on: April 22, 2009, 05:49:32 pm »

Obviously it's optional. I was just thinking it should be something that should be doable, and that was the only reward that really made sense.

As for homeworld invincibility... eh. I don't consider that exactly canonical, just a game mechanic. Even when the Thraddash mention it, it was really just so you wouldn't try to get your 25 ships that way.
Logged
Resh Aleph
*Smell* controller
****
Offline Offline

Gender: Male
Posts: 319


Rottem Tomatoes


View Profile
Re: Idea for mod
« Reply #4 on: April 23, 2009, 12:45:10 am »

You'd need new samples though, for the new dialog.

Valaggar could do the new Utwig dialog. Tongue

As for homeworld invincibility... eh. I don't consider that exactly canonical, just a game mechanic.

I actually find that quite realistic, because a homeworld would probably have hundreds or thousands of ships attacking you all at once, so you wouldn't be able to divide-and-conquer as with a small group of attacking ships. So even if you have a badass Flagship and escort fleet, you'd still be overrun by sheer numbers.

Star Wars Episode II spoiler:
(click to show/hide)
Logged

Marines on Maulers and limpets on Earthlings  /  Bright Podship plasma and warm Kohr-Ah death rings  /
Shofixti Scouts doing gravity whips  /  These are a few of my favorite ships!
       © meep-eep
Alvarin
Enlightened
*****
Offline Offline

Gender: Male
Posts: 795



View Profile
Re: Idea for mod
« Reply #5 on: April 23, 2009, 02:22:28 am »

It does make sence to me , as there is no "homeworld" of either 'Quans in this quadrant , they have arrived as fleets .
Support facilities do make sence , and they CAN be attacked . I'd even say put 5-10 of them for each of the baddies . It will gradually add time to destroy Kohr-Ah's and reduce time if you descide to destroy Kzer-Za's .
Logged
Pages: [1] 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!