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Author Topic: If you were to make a star control 2 remake what improvements would you make?  (Read 19698 times)
Death 999
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #60 on: June 18, 2012, 10:43:56 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?

No. We're talking about reasonable additions in a remake. Filling these details in would make sense!

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.

Point is, they shouldn't be that rare.

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?

Peeru fanfic, chapter 13
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CelticMinstrel
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #61 on: July 06, 2012, 07:24:23 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?

No. We're talking about reasonable additions in a remake. Filling these details in would make sense!
Well yes, that's true.

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.

Point is, they shouldn't be that rare.
Makes sense, but there's also no reason why the battle thrall homeworlds should have them, is there? It seems to me that a bunch of abandoned starbases would be more in keeping with canon.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #62 on: July 06, 2012, 10:06:36 pm »

If the Ur-Quan require even slave-shielded races to maintain starbases for them, even though they're otherwise entirely cut off from the outside, doesn't it make sense that they'd require battle thralls to maintain them too?
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #63 on: July 11, 2012, 06:14:57 pm »

Hey Elestan... if you still check this, how's the mod coming along?  Just wondering.
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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 #64 on: July 12, 2012, 06:07:55 am »

I just made adjustments to some of the new technologies based on my first round of playtesting, and am now doing another round.  There's still a lot of work to do on polish, and I'm debating whether I want to try to incorporate the graphics improvements from p6014/UQM-HD.

In any event, it won't be released before 0.8.0 comes out; I'm building it on the current SVN head, and the diff set from 0.7.0 would be impractically large.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #65 on: July 12, 2012, 07:59:56 pm »

In any event, it won't be released before 0.8.0 comes out

Why? 0.7 is still fairly new, just a year old , and that took 4 and a half years from the time 0.6.2 was released. Unless development has picked up some incredible speed recently, making the commitment to wait for 0.8 is not a good idea right now.

Your choice if you want to go that route, but personally, I'm not interested any more if that's what you're doing, because I doubt it'll ever be released on those terms. Plus, there just isn't any benefit.
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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 #66 on: July 13, 2012, 05:01:02 am »

In any event, it won't be released before 0.8.0 comes out
Why? 0.7 is still fairly new, just a year old , and that took 4 and a half years from the time 0.6.2 was released. Unless development has picked up some incredible speed recently, making the commitment to wait for 0.8 is not a good idea right now.

Your choice if you want to go that route, but personally, I'm not interested any more if that's what you're doing, because I doubt it'll ever be released on those terms. Plus, there just isn't any benefit.
There is a significant benefit:  The mod is built on the current SVN head, and makes use of many of the unreleased post-0.7.0 changes from the core team.  Releasing against 0.7.0 would require me to backport it, which would be a heck of a lot of throwaway work.

And it's an academic question right now, since the mod isn't ready yet anyway.
« Last Edit: July 13, 2012, 03:26:51 pm by Elestan » Logged
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #67 on: July 13, 2012, 11:08:14 pm »

Well, since mods tend to be completely separate binaries, I don't see how it matters... UQM Extended was based on the SVN between 0.6.2 and 0.7.0, and it was released long before 0.7.0 without any real problems (the only problem being that there was a change in structure and files between 0.6 and 0.7 that was incomplete in UQM Extended, which makes it a little weird).
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #68 on: July 14, 2012, 12:07:52 am »

Why not release your mod, when it's done of course, and also release an updated compiled 0.8 exe as well? That way we all win.
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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 #69 on: July 14, 2012, 02:51:39 am »

Why not release your mod, when it's done of course, and also release an updated compiled 0.8 exe as well? That way we all win.

I do most of my work on Linux, so my original intent was to release it as a source patch, not as a binary. 

While I'm gratified to hear that people are enthusiastic for it to come out, I think it's probably too early for this discussion to be useful.  Once it's close to ready, I'll make a decision on the exact form and timing of the release.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #70 on: July 14, 2012, 03:31:02 am »

Fair enough... looking forward to it.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #71 on: January 22, 2013, 04:20:39 pm »

I guess it's okay to add to this topic? It's not that old.

I like the idea of having starbases around homeworlds, it's a nice visual indicator for the homeworld location if nothing else.

I'm hesitant about the idea of random precursor artifacts to improve your ship. I thought the implementation in Star Control 3, where planets randomly have one precursor artifact (and nothing else) to improve one ship (and nothing else), was so incredibly cheesy. If such an enhancement improves the ur-quan dreadnaught, why can't it improve other ships? If a planet has a cache of precursor artifacts, why is there only one item of value? Possibly it's okay to find upgrades for your flagship, which is of precursor origin, instead of acquiring these from the melnorme, but it's still below the standards of the game to have all these very useful items conspicuously lying around for you to use.

This goes into mod territory, but I think it would be nice if - given that the orz invasion is recent and the existence of androsynth ruins - there would be androsynth ships for you to find on one of the planets, possibly requiring repairs and a hefty RU cost (though this is a lot like a fairly boring sidequest, which is something I dislike about a lot of rpgs). I always felt it was odd that a quick investigation of their homeworlds reveals what exactly their scientists had been working on; I guess their defection being recent, they could not have had the time to create a vast number of cities and the like, so maybe it makes sense that the location of their science labs are discovered in a timely fashion, but still: should there not be more useful information to be found? At least some technological inventions, useful creations, valuable mineral stores etc. unless the orz took everything of course. I'm mentioning this since it would be a nice set-up to a possible sequel if the humans appropriate the androsynth research and in turn find themselves fighting against the orz creature. In any case, just finding a single androsynth ship would be cool enough.

In the spirit of adventuring, I would like more stuff to explore. I would also like random generation of much of the quadrant, excluding ones relevant to the plot and such.

I'm not really happy about the game's pacing though.I think too often the game encourages you to spend a lot of time mining for all the useful add-ons, then mining becomes irrelevant. You discover only a few rainbow worlds and receive the umgah biological reserve and then bio date and fuel become meaningless. You'll probably eventually deck out your flagship and then combat becomes trivialized. Too many of these core parts of the game are badly paced and eventually disappear from focus, leaving only plot developments, but I think those can become a chore if there is nothing else to do. I think a lot of people underestimate the effect that breadth, pacing and quality control can have on your play experience. It's not just the depth of the plot, it's the delivery of the plot within the context of the gameplay that is most important too. Star Control delivers on this aspect for the most part, because of the vastness of the universe and the ability to set the pacing yourself, go exploring, set yourself goals etc. it works better than many modern games, but it could still be improved.
For instance, what about making the speed and turning rate upgrades progressively more expensive, so that as your lander becomes more powerful, you can afford better modules? And you could have limited module space with more expensive fuel tanks with double the capacity, so that you'd be encouraged to first solve problems nearer to earth etc.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #72 on: May 24, 2013, 02:28:30 am »

- 360° rotation !!! this is the most important

- more than 2 ships in the same fight

- gradual zooming while flying in star systems

- more interesting or challenging mineral mining
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #73 on: May 24, 2013, 03:12:11 am »

- 360° rotation !!! this is the most important

SC2 does have 360 degree rotation. What it doesn't have is rotation in increments of less than 22.5 degrees.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #74 on: May 28, 2013, 06:42:51 pm »

I would like to be able to choose what race I sic the Illrath onto.  At the point in the game when I send the Illrath away, something that must be done in order to get to the Chmmr, the Thraddash are Earth Allies.  They send thier captains and we can build thier ships in our shipyards.  True, they are not OUR friends specifically, because Captian "little thief" stole thier Aqua Helix.  But why kill off an ally when we can tell the Illrath to take out the Vux or the Druuge, or maybe finish off the Mycon?  Thrad Culture 20 are Earth Allies, lets not kill them off.  Besides, they are my favorite ship to fight with, and once the Illrath get to Thraddash space, we cannot build any more of them.

And why doesn't the Commander at the Starbase tell us the Thraddash or the Syreen are now our allies?

I too would like to be able to fight an entire battle group of enemy at once IF I CHOOSE!  The largest battle group one encounters is 5 ships during a random encounter in space.  Yes, I know that some specific places have more ships.  But, depending upon the enemy, I would like the choice to fight them one at a time or all at once, especially if there are only 2 or 3 ships in the battle group. 
Yes, I know that would require an upgrade to the "auto tracking module" controlling our ships fire.
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