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Author Topic: If you were to make a star control 2 remake what improvements would you make?  (Read 19697 times)
Stardrake
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #45 on: June 01, 2012, 05:50:54 am »

Leaving Druuge ships at your starbase should probably be a bad idea, especially if you've already done a slave trade - even if just the captains are Druuge, giving them the chance to interact with your general crew base is probably going to cause some ramifications. (Even if they're not talking about their slavery-based capitalist society and they're not treating their own crew as slaves, the... less morally ambiguous of your allies probably won't be too happy with the idea of Zelnicki working with an alien race who's perfectly happy to toss crew members into the reactor).

You could also have issues with having Arilou and Orz at your starbase (or even in your fleet at all) simultaneously, and the same with Yehat and Pkunk, although this could potentially be limited just to Hayes making comments about it. There may be some less obvious rivalries as well (how are some of your other more militant allies going to react to Thraddash, for example? Leave enough Thraddash and Yehat at your starbase for long enough, and you might come back to find half of the Thraddash ships destroyed and the other half speaking with Scottish Yehat accents... or trying to speak Orz.  Shocked )

Regarding the Spathi - I expect the Safe Ones wouldn't have given their captains advance warning to avoid spilling the beans, and because any Eluders that are actually in your fleet are viewed as expendable (even if Zelnicki wouldn't respond to the Spathi ships trying to leave by blowing them out of space, their captains might assume he would and be too scared to make the attempt). This goes doubly when you keep in mind that only the captains are likely to be Spathi and the rest are probably humans or Shofixti that will likely respond to attempted desertion by mutiny. It might be that one of the consequences of leaving Spathi ships at the starbase without sufficient guards is that they leave their crew at the starbase and hightail it out of there, though.
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Elestan
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #46 on: June 01, 2012, 07:08:14 am »

I think that having the ability to store an inventory of the ships you can acquire but not build would be nice.  That way, you could stash the Pkunk, Yehat, Arilou, and Umgah ships you receive, and pull them out at need.  Currently, you've got to trash them if you don't want to keep them with you.
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chenjesuwizard
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #47 on: June 01, 2012, 08:54:26 pm »

Quote
- Single Chenjesu ship located in old chenjesu space to add to your fleet, however make it only fight on cyborg to keep it consistent with story of native captains pilots. Add some text to state the fact that it's automated or something.
Quote
This is an interesting idea, but there's a small flaw. The Chenjesu can penetrate their slave shield. If a ship was stuck outside, why wouldn't it end up getting to Procyon and joining them later?
I was thinking the ship would be derelict, but playable on cyborg to get around the native ship captain rule. But then why would your crew be on the ship? This would need some plausible fleshing out.

Again, I think the cyborg thing would annoy the player, as it is forcing them not to play.
But you could have something about that technology not being available on every ship. It was probably only for those at the starbase, I can't imagine the need to put it on every ship out there.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #48 on: June 03, 2012, 09:13:10 am »

Maybe you could claim that the stored ships are in suspended animation to explain away potential issues with the captains.
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Admiral Zeratul
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #49 on: June 03, 2012, 08:50:36 pm »

Maybe you could claim that the stored ships are in suspended animation to explain away potential issues with the captains.

That's a bit of a cop-out.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #50 on: June 03, 2012, 11:39:26 pm »

Hm, these are Chenjesu we're talking about here. They seem like the kind of alien that lives for extremely long periods of time naturally (in fact, I seem to recall reading something implying that in one of the manuals. Might have been a fanfic though).
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #51 on: June 04, 2012, 12:28:58 pm »

It's still really contrived. The Chenjesu wanted to all be under the shield so they could transform together.
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storyyeller
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #52 on: June 05, 2012, 06:03:55 am »

I was referring to explaining potential issues with the Arilou and Orz being together at the starbase. For that matter, you could theoretically have Syreened!VUX crew there as well. Though maybe they'd be tolerated if they agree not to ask silly questions.
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Stardrake
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #53 on: June 13, 2012, 01:46:14 am »

Would either agree to suspended animation? Would it even work on Orz? "My *fingers* are chilly!"

If you don't want to complicate things, it could just be a dialogue triggered from Hayes that shows that neither is happy about the other being there that doesn't actually have a mechanical consequence. "Captain, the Orz and Arilou ships have placed themselves on opposite sides of the starbase, and we can feel them glaring at one another right through the bulkheads. The Arilou insisted that I pass on their warning that the Orz are not to be trusted and that we should break off alliance with them immediately for our own safety, while the Orz on the station have been stomping around in a huff muttering things about wanting to 'dance' with the 'quick babies' that are 'jumping in front'. Why they'd want them as dance partners when they obviously hate each other, I don't know. Maybe it's one of those love-hate things?"
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Admiral Zeratul
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #54 on: June 13, 2012, 07:11:19 am »

If you don't want to complicate things, it could just be a dialogue triggered from Hayes that shows that neither is happy about the other being there that doesn't actually have a mechanical consequence. "Captain, the Orz and Arilou ships have placed themselves on opposite sides of the starbase, and we can feel them glaring at one another right through us. The Arilou insisted that I pass on their warning that the Orz are not to be trusted and that we should break off alliance with them immediately for our own safety, while the Orz on the station have been stomping around in a huff muttering things about wanting to 'dance' with the 'quick babies' that are 'jumping in front'. Why they'd want them as dance partners when they obviously hate each other, I don't know. Maybe it's one of those love-hate things?"

That really sounds like something Hayes would say, actually.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #55 on: June 13, 2012, 05:44:14 pm »

If you don't want to complicate things, it could just be a dialogue triggered from Hayes that shows that neither is happy about the other being there that doesn't actually have a mechanical consequence. "Captain, the Orz and Arilou ships have placed themselves on opposite sides of the starbase, and we can feel them glaring at one another right through us. The Arilou insisted that I pass on their warning that the Orz are not to be trusted and that we should break off alliance with them immediately for our own safety, while the Orz on the station have been stomping around in a huff muttering things about wanting to 'dance' with the 'quick babies' that are 'jumping in front'. Why they'd want them as dance partners when they obviously hate each other, I don't know. Maybe it's one of those love-hate things?"

That really sounds like something Hayes would say, actually.
Pretty damn close, at least for me.
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Stardrake
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #56 on: June 15, 2012, 03:43:27 am »

That was pretty much the effect I was going for, yes.  Grin
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #57 on: June 17, 2012, 12:20:20 am »

That sounds great.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #58 on: June 17, 2012, 09:57:40 am »

Mass Effect-ish Dialogue, you still never see your captain but the aliens will never look better
Mass Effect 1 Planet Landing, sure it may have been a bore in that game but with planet lander upgrades and practically every planet to explore from Rainbow Worlds to Ruby Worlds plus actually having to aim at lifeforms.
And in a 3D environment the gravity could well possibly have an effect on your vehicle.
Mass Effect 3 Galaxy Map, Always thought it felt a bit like Star Control anyways. Especially when the Reapers chase after you.

Battles would still be top-down style but with heavily updated graphics.

As you can see, I really like Mass Effect and really it feels like the only game these days that is comparable to what SC2 was.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #59 on: June 17, 2012, 04:08:59 pm »

I like the Destroyed ZFP colonies since they're explicitly stated to exist in the game but are not findable. The others...
But does the game explicitly state where they are?

Starbases were merely somewhat uncommon during the war, going by Star Control 1.
True, there were a lot of starbases in the first war. Still, those weren't around homeworlds.

I think it would be nice to be able to "drop off" escort ships at the starbase even if you don't have an alliance with that race. So for example, you could get a Druuge Mauler and drop it off at the starbase, then come back and pick it up again later.

Yeah... (could you tell?)
Huh?

Agreed. After thinking about it, maybe the player can't leave sol system until the starbase quest is done.
This removes options from the player... options which (if I recall correctly) the devs actually went out of their way to make viable. Namely, completing the game without visiting the Sol starbase.

In case it's not clear, I think removing options is not a good thing.

I don't understand why you would think it's pointless. I was thinking of the immersion factor. More things to find and explore help by adding more flavor and substance to an already great story.
I guess it's that I'm very cautious of trying to add stuff to someone else's story.

I'm sure the spathi would tell other spathi just what they were up to? Maybe fwiffo sticks around and all others vacate. Gotta love fwiffo, he's so brave and loyal.
They might tell them, unless they're afraid that telling them would result in the Captain finding out. I think the Spathi's chronic fear could easily explain why the ones in your fleet were left out of the slave shield.
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