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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: StarControl: Behind Enemy lines  (Read 42863 times)
Draxas
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Re: StarControl: Behind Enemy lines
« Reply #195 on: September 28, 2009, 03:45:01 am »

Are we gonna get to see any of the other alliance races in M2? Yehat and  Chenjesu preferably? Smiley

Currently, rules exist for the following additional races: Chenjesu, Mmrnmhrm, Yehat, Mycon, Spathi, and Thraddash. The Ur-Quan and VUX are still in development, but should be finished in time for mission 2; that will encompass all of the SC1 era races. I have eventual plans to draw up rules for SC2 races as well, but that's much further off on the back burner.

Before you get too excited, however, note that there will only be 6 playable Alliance races. The Chenjesu will be limited to NPCs only.
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Son_of_Antares
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Re: StarControl: Behind Enemy lines
« Reply #196 on: September 28, 2009, 07:47:29 am »

And VUX are happy to hear that they will make it just in time for the nxt mission Cheesy



EDIT:

But I do not fully understand why Chenjesu can't be fully playable as other races will; I guess that MOV could be an issue here (=0.1 Smiley) but that can be solved by giving them access to those hover pods a la Yoda they're using. The other problem would be their inability to use common alliance equipment due to their extremely different physiology...but then, why wouldn't you make an entirely pacifist unit? Give them an extra low xp cap and some interesting level up abilities and the rest would be pure role playing gold. I bet they would fit the role of hackers/xenotechs/scientists or something similar perfectly.

EDIT 2: Something like this:

Chenjesu Researcher

XP 0/2
HP 4
STR 0
MOV 1 (2 [sun juice] or 4 [hover pod])

Weapon: none
Melee: none
Defense: 1 parry (0?)

Special Abilities: Protruding Crystals, Increase Core Density, Bypass Door, Hack Computer, Hyperwave Transmitting - emitting, Hyperwave Transmitting - receiving, Piezoelectric sensor

Powers: Light, Electric Surge, Photolytic Burst, Crystallize, Intelligence

Power rule: same as for Arilou

Inventory: Hover Pod, Sun Juice, USC Device

---------------------------------

...this is just what I came up in a moment^^ ;I'll post power etc. description later this day. With some polishing I bet the Chenjesu would be as fun to play as Shofixti or Arilou.

EDIT 3:
Unless of course it is a plot necessity.
« Last Edit: September 28, 2009, 04:12:01 pm by Son_of_Antares » Logged
Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #197 on: September 28, 2009, 08:25:44 pm »

Neverwinter Nights also has fixed movements inside combat, and non-fixed movements outside of combat, if I remember correctly.  The transitions into and from combat were quite seemless.

Well, the transitions would be quite seamless here as well, since I'm doing all the work in the background.

Quote from: Draxas
I think tracking movement outside of combat is important in case of things like ambushes or players splitting up to scout ahead, or other similar situations, since the players can't always predict when a battle might start.

Good point. The last mission had some pretty natural barriers that prevented this (corners&doors), but eventually this wont be as natural once we get outside.

Quote from: Angelfish
It doesn't need to be tracked per sé. Characters could just say 'I want to go there' and then Lukipela will throw some dice to determine if there are random encounters, based on the size and dangerousness of the area the player is traversing.

This game works more like XCOM than Final Fantasy. There are no random encounters or travelling on World Maps.

Son: Not every race needs to be playable. Once the system is ready anyone can modify and adapt it, so you can add your own units and run your own games with them. How are your other games going btw?
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Re: StarControl: Behind Enemy lines
« Reply #198 on: September 28, 2009, 09:47:21 pm »

Son: Not every race needs to be playable. Once the system is ready anyone can modify and adapt it, so you can add your own units and run your own games with them. How are your other games going btw?

D.E.A.D. Tongue

I tried to inspire players on several "native" forums I visit regularly, but the best track I had was 2  1/2 months (with my Fallout game). Most of them were just foolin' around and didn't even want to try to be a bit serious about the game (and scenarios were not half bad at all). As the time went on they were actually spending more time finding ways how to exploit and abuse game mechanics for their own benefit then actually enjoying the game. I tolerated this as much as I could but pretty soon got bored and with my RL going hectic again and all I just got sick of the whole thing and bailed...so I decided to give forums a rest for a time and leave these things to pros.

But now I'm back, ready to participate and help as much as possible ASAP Wink

I'm sorry I haven't follow through the whole "Adventures" game but I really lost it in one moment and just got sick of all play by post games Sad but that won't stop me from reading through the topics now Cheesy
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Re: StarControl: Behind Enemy lines
« Reply #199 on: September 29, 2009, 12:26:24 am »

This game works more like XCOM than Final Fantasy. There are no random encounters or travelling on World Maps.

Okay.. too bad. I like XCOM a lot but I think the movement system they use in landing missions is only suitable for those landing missions, not for anything else Wink. Besides that, try to make the movement system work with the type of game you're playing. This is a forum game, it is already slow, don't make it much slower by adding useless and boring stuff or you risk losing players halfway through.
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Draxas
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Re: StarControl: Behind Enemy lines
« Reply #200 on: September 29, 2009, 06:27:58 pm »

But I do not fully understand why Chenjesu can't be fully playable as other races will; I guess that MOV could be an issue here (=0.1 Smiley) but that can be solved by giving them access to those hover pods a la Yoda they're using. The other problem would be their inability to use common alliance equipment due to their extremely different physiology...but then, why wouldn't you make an entirely pacifist unit? Give them an extra low xp cap and some interesting level up abilities and the rest would be pure role playing gold. I bet they would fit the role of hackers/xenotechs/scientists or something similar perfectly.

As Luki said, not every unit needs to be set up as a PC. The way we've designed the Chenjesu pretty much precludes their use by a player; they pretty much exist in order to allow for objectives in escort or defense missions that may or may not be in the future. Wink The current design has quite a few details that would make them ill suited as PCs, not least of which is their size: We've interpreted the Chenjesu, along with all of their hover equipment and whatnot, as being significantly larger than all of the other Alliance races (2 X 2). Designing a single map around a Chenjesu NPC is bad enough, it's too much trouble (and fairly unrealistic) do design every map to allow such a large unit to move anywhere it wants.

This is to say nothing of the issues you already raised in regard to its abilities and equipment.
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #201 on: September 29, 2009, 09:04:46 pm »

sorry to hear about your games Son, I found them interesting although I couldn't understand much. it's always a pity when players are there more to break things than have fun. BEL was lucky in that way.

I'm sorry I haven't follow through the whole "Adventures" game but I really lost it in one moment and just got sick of all play by post games Sad but that won't stop me from reading through the topics now Cheesy


You have plenty of time, I put Adventures on hold when I lost my internet connection. The very crappy connection I've recently got makes me feel guilty about not restarting it, but between BEL and PNF (and work in a foreign country) I currently have my hands full. No use burning the candle in both ends...

Quote from: Angelfish
Besides that, try to make the movement system work with the type of game you're playing. This is a forum game, it is already slow, don't make it much slower by adding useless and boring stuff or you risk losing players halfway through.

This is why I'm considering scrapping it out of combat in the first place.
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Re: StarControl: Behind Enemy lines
« Reply #202 on: September 29, 2009, 10:38:29 pm »

How about this: when not in combat, people can move freely, but when one player encounters an enemy, the other players may position themselves on a square around him/her/it, with one AP to spend.
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Re: StarControl: Behind Enemy lines
« Reply #203 on: September 30, 2009, 12:35:10 am »

sorry to hear about your games Son, I found them interesting although I couldn't understand much. it's always a pity when players are there more to break things than have fun. BEL was lucky in that way.

I'm sorry I haven't follow through the whole "Adventures" game but I really lost it in one moment and just got sick of all play by post games Sad but that won't stop me from reading through the topics now Cheesy


You have plenty of time, I put Adventures on hold when I lost my internet connection. The very crappy connection I've recently got makes me feel guilty about not restarting it, but between BEL and PNF (and work in a foreign country) I currently have my hands full. No use burning the candle in both ends...

Quote from: Angelfish
Besides that, try to make the movement system work with the type of game you're playing. This is a forum game, it is already slow, don't make it much slower by adding useless and boring stuff or you risk losing players halfway through.

This is why I'm considering scrapping it out of combat in the first place.

OT: Congrats Luki, post  #3000! You indeed are THE ancient one now, no doubt about that^^

Hope you're gonna post at least this much in the future! Cheesy

EDIT:[/b

sorry to hear about your games Son, I found them interesting although I couldn't understand

Hmmm...if I gather some time and patience I might even think of restarting that steampunk BEL-like game here in the near future, or over at PNF...but I'm not sure that a game with such setting would attract many players on a forum such as this (~SF) Tongue
« Last Edit: September 30, 2009, 10:34:47 am by Son_of_Antares » Logged
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Re: StarControl: Behind Enemy lines
« Reply #204 on: October 01, 2009, 05:40:38 pm »

How about this: when not in combat, people can move freely, but when one player encounters an enemy, the other players may position themselves on a square around him/her/it, with one AP to spend.


I'm liking this idea, although I think it'll have to be modified slightly to ensure that people don't just split up to explore and then "warp in". So when someone executes an action that takes them into contact with the enemy, any units within a diameter of x can do do as described, and those outside remain in their last designated position.
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Re: StarControl: Behind Enemy lines
« Reply #205 on: October 01, 2009, 08:00:52 pm »

How about this: when not in combat, people can move freely, but when one player encounters an enemy, the other players may position themselves on a square around him/her/it, with one AP to spend.


I'm liking this idea, although I think it'll have to be modified slightly to ensure that people don't just split up to explore and then "warp in". So when someone executes an action that takes them into contact with the enemy, any units within a diameter of x can do do as described, and those outside remain in their last designated position.

I think you need to make that system less static. Why don't you throw some dice each time a player is near enough?
Make them have a 50% chance to actually return, or throw this against a perception stat if that is ever added.
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Re: StarControl: Behind Enemy lines
« Reply #206 on: October 10, 2009, 12:43:43 pm »

Since I actually have to make  all these dicethrows I'm trying to keep them to a minimum. In order to keep the game alive I need to update close to every day. There's no way I can do that during my work week if I have to rol dozens of extra dice for everything. But I suppose that could be incorporated somehow, depending on how close players are theu can either choose wehre to stand, have a 50% chance of choosing where t ostand, or be stuck where they currently are.
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Shout out for graphics
« Reply #207 on: October 10, 2009, 01:07:45 pm »

So I need someone who can do some graphics related to BEL.  Dabir is overworked with what he has got on his plate already, but this stuff needs doing. If you're up for it let me know and I'll let you in on a pretty interesting secret. I can't say more in public, it isn't safe.

But seriously. If you have some time to spare and want to work on a SC project, let me know, okay? Otherwise, you'l be kicking yourself in a month or two.
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Re: StarControl: Behind Enemy lines
« Reply #208 on: October 10, 2009, 03:34:04 pm »

How about this: when not in combat, people can move freely, but when one player encounters an enemy, the other players may position themselves on a square around him/her/it, with one AP to spend.

I'm liking this idea, although I think it'll have to be modified slightly to ensure that people don't just split up to explore and then "warp in".
Why would that be bad?
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Re: StarControl: Behind Enemy lines
« Reply #209 on: October 10, 2009, 04:12:09 pm »

How about this: when not in combat, people can move freely, but when one player encounters an enemy, the other players may position themselves on a square around him/her/it, with one AP to spend.

I'm liking this idea, although I think it'll have to be modified slightly to ensure that people don't just split up to explore and then "warp in".
Why would that be bad?


Mostly in situations where the team might decide to split up, leaving different characters in extremely different places. Think of the courtyard in Mission 1. If two of you are at the side door and two at the front, or two of you are in the priest room and two are in the sleeping chamber, I don't want those that are really far away to just "appear" when their buddies open the wrong door.
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