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Author Topic: If you were to make a star control 2 remake what improvements would you make?  (Read 23577 times)
Death 999
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #75 on: May 29, 2013, 05:09:45 pm »

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

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

- more than 2 ships in the same fight

They tried that. It wasn't as fun. Having messed around with Timewarp a bit, I can kind of corroborate. These ships aren't really made for team battles.

- gradual zooming while flying in star systems

More important for me would be making the planets more distinct from the stars. Small planets can be very hard to find. But yes, not having the entire near-planet field collapse into a single point on the solar system map would be nice.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #76 on: May 29, 2013, 05:39:00 pm »

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

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

Another thing is that you would need to add inertia for the same balance to be maintained; otherwise the slow-turning ships would suddenly become more maneuverable, while the fastest-turning ships would be unaffected.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #77 on: May 29, 2013, 11:35:07 pm »

And what's all the whining about mining?  I have no problem with current mining techniques.  I would NOT want to be forced to stop without being able to fill my hold just because the last spot of mineral on the planet is bigger than I have room for.  Sometimes I just want to pick a quick 50 or 100 (depending on hold size) of whatever mineral is there and not care if I waste half a big spot to fill my hold.  Sometimes you need to get in and out quick because your landers are not up to staying on the planet long.

Now, that being said, I don't do that with PURPLE!  Because purple minerals are worth sooo much more than any other, I make sure I don't waste any of it.   But for the rest, I like the way we mine.  And with auto mining, how would you collect the life forms when they are present?  Again, with life forms I am sometimes selective, depending on planet conditions and the life itself.  Some are not really worth chasing after.  I guess I'm a hands on type of person, I don't like letting some idiot computer do things for me that I can't control.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #78 on: May 30, 2013, 04:26:23 am »

I think what most people dislike about planetside is that it's fairly boring, repetitive, and in general non-interesting. IMHO the Starflight games had the right idea about this - planets are all big places, as you'd expect them to be in reality. You get a genuine sense that you are exploring an alien world as opposed to a small, colorful rectangular slab. (Of course, the implementation is less than ideal, which has more to do with the massive technical constraints that game was under back in the mid-80s than anything else.)
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #79 on: May 31, 2013, 02:10:17 am »

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

That'll require a big rebalance to help fast ships, which can now no longer slip in between firing angles. You will also want to tone down the Druuge, since they get the biggest benefit (fast-moving, long-ranged, non-tracking, non-mining, narrow shot)

When I've played Timewarp, which has 64 different angles, I could not play with Druuge. With SC2 12 angles, I just know the line which the projectile would fly, and can place precise long-distance shots while flying at high speed. When there are more angles, you need to constantly look at your Druuge ship, not at target, because there are no more 12 straight lines.
That being said, smooth rotation would definitely break game balance.

- more than 2 ships in the same fight

They tried that. It wasn't as fun. Having messed around with Timewarp a bit, I can kind of corroborate. These ships aren't really made for team battles.

The idea was great though, if starting the game would be as simple as in Quake 3 for example, I'm sure multiple-player battles would gain popularity (but in reality, it just crashed). I would love something like "3-player fleet takes on Sa-Matra" game mode.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #80 on: May 31, 2013, 06:01:36 pm »

When I've played Timewarp, which has 64 different angles, I could not play with Druuge. With SC2 12 angles, I just know the line which the projectile would fly, and can place precise long-distance shots while flying at high speed.

There are definitely strategies where it wouldn't help, but you mainly bring those about to compensate for the lack of free turning. A Druuge with continuous rotation would be quite happy to sit nearly still and snipe.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #81 on: June 02, 2013, 09:06:48 pm »

Races: Depending on the dialogue that is being spoken, the races will emote in all sorts of different ways. Meaning there will be extra animations so the aliens can express themselves both humorously and dramatically, as well as having better lip-sync if you have the voices on. This can be used to clear some minor issues (the Shofixti Scout sensors malfunctioning, the Umgah horn, the Dnyarri's mental compulsion) and make the story even more engaging.

Map: If you entered a solar system and scanned a planet, the map will keep track of how many planets are there, what the planet types are (as well as their stats) and if there are minerals, life-forms or energy signatures left. This is also useful if you want to go back to mine smoothly if the planets have an overwhelming atmosphere. It can also track where the homeworlds are (if a race gave you the coordinates or you found it) and what did you did recently.

Animations: In the PC version, the lifeforms and the energy signatures move faster than the 3DO/UQM, although the droids don't explode if you hit them in all the versions (this is fixed in the Extended Edition). Speaking of EE...

Import the EE features into the game: Might as well, since it's really useful and convincing for new players. Although at the moment, the HD version has some improvements of its own and it's also good for newcomers of UQM.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #82 on: June 17, 2013, 05:07:18 am »

I think there should be a way to get a Slylandro Probe off your butt.  Once you have purchased all your engines, your precursor ship is faster than the probe but it always catches you when you enter and leave a solar system.  When flying through alien territory (enemy or friend) other alien ships appear.  Sometimes an alien ships dot merges completely with the dot representing the probe.  I think these two battle groups should pull each other out of hyperspace, since they are not ships of the same species. 

I like being able to outrun the probes, but the darn things are relentless!!!  they will chase you clear across the quadrant, from one end of known space to the other!  I think they should latch onto some other ship if they encounter another race, or there should be some reasonable distance when they will fall off your tail if you get far enough away from them.  Every other race stops chasing you when you exit their territory, there should be some way to shake a probe, too!
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #83 on: June 17, 2013, 05:25:15 am »

I think what most people dislike about planetside is that it's fairly boring, repetitive, and in general non-interesting. IMHO the Starflight games had the right idea about this - planets are all big places, as you'd expect them to be in reality. You get a genuine sense that you are exploring an alien world as opposed to a small, colorful rectangular slab. (Of course, the implementation is less than ideal, which has more to do with the massive technical constraints that game was under back in the mid-80s than anything else.)

True, but for most of the game mining is a necessary evil.  If they automate the mining I hope they at least let us choose which color(s) of mineral the lander picks up.  Most planets or moons have more than one color of mineral and at least half of whats down there is not worth picking up.  Once I leave our Solar System, I rarely waste my precious cargo space on anything less than Green.

And there should be an option to mine manually, especially if there is life and/or a special object on the surface.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #84 on: June 18, 2013, 12:00:46 am »

I think there should be a way to get a Slylandro Probe off your butt.

There is a way, you just haven't found it yet. Wink

True, but for most of the game mining is a necessary evil.

My point is that perhaps landing on planets *shouldn't* be a necessary evil, perhaps exploring alien worlds in search of vital minerals, clues, etc. should be something enjoyable and fun in its own right.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #85 on: June 18, 2013, 03:41:53 pm »

Hmm... what if there was more evidence of the Precursors on planets? Occasional smaller energy signatures, distinguishable from the "big" story ones somehow, that indicate smaller Precursor artifacts like the ones Hayes describes, stuff like dataplate caches, that then leads to resources or bio data. Maybe you could sometimes find thrusters compatible with the flagship lying around? So you drop down onto the planet and boom, a valuable speed upgrade without having to had to return to the Starbase. And if you were already at max speed, it gets converted into 500 worth of metals, say, or some combination of metals and radioactives that added up to 500.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #86 on: June 21, 2013, 05:40:41 pm »

My point is that perhaps landing on planets *shouldn't* be a necessary evil, perhaps exploring alien worlds in search of vital minerals, clues, etc. should be something enjoyable and fun in its own right.
Agreed.  I get a little sad at the point of the game when you basically no longer do any planet landing.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #87 on: July 22, 2013, 07:09:02 am »

And why doesn't the Commander at the Starbase tell us the Thraddash or the Syreen are now our allies?
This is slightly disappointing, yeah. I would assume they were simply forgotten.

And what's all the whining about mining?  I have no problem with current mining techniques.  I would NOT want to be forced to stop without being able to fill my hold just because the last spot of mineral on the planet is bigger than I have room for.  Sometimes I just want to pick a quick 50 or 100 (depending on hold size) of whatever mineral is there and not care if I waste half a big spot to fill my hold.  Sometimes you need to get in and out quick because your landers are not up to staying on the planet long.
My preference for this would be that if a spot of mineral doesn't fit in your hold, you pick up as much as will fit and the spot shrinks accordingly.

Import the EE features into the game: Might as well, since it's really useful and convincing for new players. Although at the moment, the HD version has some improvements of its own and it's also good for newcomers of UQM.
About half of the EE features are things I consider worthwhile. I dislike most of the story-based ones (except maybe the Precursor space station in Alpha Centauri). I do like the ship icons showing in Hyperspace so you know what type of ship is chasing you.

I think there should be a way to get a Slylandro Probe off your butt.  Once you have purchased all your engines, your precursor ship is faster than the probe but it always catches you when you enter and leave a solar system.  When flying through alien territory (enemy or friend) other alien ships appear.  Sometimes an alien ships dot merges completely with the dot representing the probe.  I think these two battle groups should pull each other out of hyperspace, since they are not ships of the same species. 
Actually, this might be nice in a more general sense – if two battle groups in Hyperspace come into contact, and they are not obvious allies (generally, the same species), they could be pulled into combat, eliminating one of them from the map (probably determined by Cyborg++). So, Pkunk and Ilwrath, Ur-Quan and Kohr-Ah, Yehat Loyalists and Rebels, Thraddash and Ilwrath, Supox/Utwig and Kohr-Ah, Slylandro and anything. In fact, if something like this was implemented, your summoned Melnorme could be intercepted by a Druuge, Ur-Quan, Slylandro, or Kohr-Ah, possibly requiring you to send a second summons.

Basically: Ships would not behave as if you are the sole threatening force on the map.

Hmm... what if there was more evidence of the Precursors on planets? Occasional smaller energy signatures, distinguishable from the "big" story ones somehow, that indicate smaller Precursor artifacts like the ones Hayes describes, stuff like dataplate caches, that then leads to resources or bio data. Maybe you could sometimes find thrusters compatible with the flagship lying around? So you drop down onto the planet and boom, a valuable speed upgrade without having to had to return to the Starbase. And if you were already at max speed, it gets converted into 500 worth of metals, say, or some combination of metals and radioactives that added up to 500.

Huh, this is an interesting idea, essentially finding modules on planets instead of purchasing from the Starbase or the Melnorme... though, I'd say it should mostly be restricted to the most basic modules, specifically the two types of thrusters and possibly landers. Other ideas might be useless or nearly-useless Precursor artifacts (such as a dataplate cache) that merely provide flavour (or maybe bio data* or even resources), or some of the artifact types from SC1 (upgrades for your escorts).

And a cloaking module for the flagship would be nice, but that's quite a significant addition, so maybe not.

*You do need to be careful about introducing more biodata. The answer to why the Melnorme's bridge turns purple costs 12 million credits, so it's important that the player cannot gather that many credits. I'm not sure how much total biodata is already available in-game, so this might not be a significant problem. However, it's something to remember.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #88 on: July 23, 2013, 05:18:07 pm »

I would add a page of "trophy" achievements. Some of them would be practical, others purely statistical or even comical. Each goal that a player can achieve would be there, displayed as a separate trophy. Naturally, all goals are hidden until achieved once!

Here are a few examples:

1. Discover all rainbow worlds.
2. Enlisted all available races.
3. Destroyed 100 enemy ships.
4. Collected 100000 mineral units.
5. Passed Quasispace 10 times.
6. Used all available ships in Melee.
7. Declined Talana's gratitude.

And so on. I'm sure y'all could add a few more.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #89 on: July 24, 2013, 02:11:56 am »

7. Declined Talana's gratitude.

Declined Talana's gratitude!?!?!  Why would you want to decline Talana???  Why in heaven's name would anyone decline Talana?!?!?

ACCEPTING Talana's gratitude is my favorite trophy.  Number 7 should read "Getting Laid by Talana!"


That being said, being able to keep track of where you've been and what you've done in the game would be nice.  I once went to get the smart talking pet and forgot that I hadn't gotten the Taalo device.  Ended up in the middle of UrQuan space talking to a pissed off Green!  That was fun!  Thankfully he was no match for my Precursor ship...
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