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

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Author Topic: If you were to make a star control 2 remake what improvements would you make?  (Read 23571 times)
Foxbat1701
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #90 on: July 24, 2013, 02:32:55 am »

There are several other Starbases in the game.  The Syreen one and at the Chmmmr.  I think we should be able to sell minerals and add upgrades to our ships at ANY active Starbase.

The Chmmr Starbase woud not be "active" until after we lit them up and freed them, of course.

And perhaps put a couple more starbases out there...
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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 #91 on: July 24, 2013, 05:13:59 pm »

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...
...since when do you have to fight the Ur-Quan in that situation? I've always told them about the Talking Pet, resulting in them deciding to spare me for once.

There are several other Starbases in the game.  The Syreen one and at the Chmmmr.  I think we should be able to sell minerals and add upgrades to our ships at ANY active Starbase.
Um, I dunno, that doesn't seem sensible. The Earth starbase is already set up to provide for the Precursor ship, but didn't that take a week or something? Purchasing fuel from the Syreen or the Chmmr I could maybe accept. Maybe purchasing Syreen or Chmmr ships for your fleet, or even new landers. Modules, though, seem a bit much.
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Archivarix
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #92 on: July 31, 2013, 04:58:11 pm »

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?!?!?

And that's why this achievement will remain secret for a VERY long time. Cheesy
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DougDesouza
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #93 on: February 15, 2014, 11:03:42 am »

-Firstly, i would add a log system which will keep track of everything, like Coordinates given to you by other species or from rainbow worlds, quests, like go talk to the spathi council and the lot. No more need for pen and paper and memorization.
This is, in my opinion, the only really good idea you have here, though some of your other ideas aren't that bad. More information on the starmap might be alright too though; also I'd like to see the pre-war starmap incorporated into the game. It would help you locate the Ilwrath homeworld, for example! Tongue

-Fully 3D mass effect like exploration of planets with a hovering lander. Of course it will be more detailed. Minerals will take more than just running them over to acquire. Usage of an upgradable mining laser will be implemented.
No. Just no. This might be a good idea for a sequel, but it's a terrible idea for SC2.

-So far exploring planets might reward you with story only items. This should change. At some planets you will be able to find lost tech, weapons and many types of loot to use in your travels.
Provided the new loot doesn't really give much of an advantage, I suppose this would be okay. Or if it's useless except as interest to the starbase scientists, that would be reasonable too. Really, I'd be more interested in additional story bits like the mod by 0xDECODE(?) added (but he also added a number of changes I dislike). Things that are mentioned by people you talk to but which you can't go out and actually visit, such as the Precursor starbase in Alpha Centauri.

-Melnorme will no longer be the exclusive sellers of technology. A research and development feature will be implemented with which to acquire new tech for lander and modules.
Melnorme will still sell you fuel, info and unique or rare tech.
I disagree with this. The Melnorme are presented as being a more advanced species willing to share their knowledge, and shifting the technology out to the starbase doesn't feel like something that's logically possible. They don't have the knowledge to make something like that, nor do they have the time to do the research required to obtain the knowledge.

There are two changes I'd be interested in seeing with the Melnorme, though. One is a different way of purchasing technology, rather than forcing a specific order on you; the simplest would be allowing you to choose whether you get the next lander upgrade or the next module. The other is, as someone else said, prevent the Melnorme from selling you information that you already know.

-Constructing modules should be a slower and more complex process. Depending on the complexity of the module it should take time to be made as well as require specific materials. After their construction is done they are stored on the starbase if not installed no to the ship.
No. Too much realism means less fun.

-selling bio data to the Melnorme is not the only way to acquire credits anymore. A variety of quests given by NPCs will reward the player with credits
How does this even make sense? Credits are a Melnorme currency, and they don't buy just anything. How would random NPCs even have credits to give you? And that's assuming the Melnorme even allow customers to transfer credits to another customer.

-Ship upgrades will not be restricted to modules. It will expand to include internal systems too. example a targeting computer and point defense systems will not be extra modules.
Why not? The targeting module might be quite a sophisticated computer. I don't see much of an issue with it taking a whole module. Maybe the module also contains a generator for an added power boost so that it drains less of the ship's energy. Perhaps it has space for some crew members to watch over it and make sure it's targeting the right target and so forth.

-the original front hull of the Vindicator should be more than enough to house 50 crewmen without needing an extra crew module.
I don't think so. The front is where most of the navigational systems and control panels are. I suppose there might be some logic in expanding its crew capacity to 5 or 10 (assuming I recall correctly that it's currently just 1), but not 50.

-reconstruction of fuel management. either exclude fuel consumption completely in favor for upgrades on the  hyperspace core in order to travel farther or have the ability to harvest gases on gas giants and other gas sources to synthesize fuel, with upgrades for faster hyperspace travel and lower fuel consumption.
This is a pointless change that doesn't really do anything useful that you can't already do. Why fix what isn't broken?

-Battles should include more ships with the ability to give general behavioral patterns as a whole or as individual units. they should also take place in open space without any planets around and must include more hazard types like electrical storms, black holes, solar panels and the lot.
I would certainly like the ability to do space battles that aren't one-on-one, but I think it's too much of a change for SC2. Save something like that for a sequel.[/u]

Starflight 2 also had a feature that logged all alien conversations - this strikes me as a better idea then simply a screen listing coordinates you've been told about.
Maybe, but the ability to create your own log entries with whatever content you want would be better still. Also you'd definitely need a way to delete, trim, or search conversation logs, since 90% of their content is filler that doesn't contain useful information.

Different landers for different purposes - mining, exploring or hunting
What would be the point of this?

From SC1 - mini-artifacts to boost abilities on any single ship. (perhaps found during ruins exploration)
This might be nice, yeah.

I also agree with all the people asking for more rotation angles.

It might be nice to have an autopilot lander? It would land, gather up as many minerals and biodata as it can carry, and then take off again. I suppose it would also take off if it lost too many crew.

Speaking of which, if you run over minerals or biodata that's too large to fit in your lander, it'd be nice if the excess that didn't fit was left behind rather than lost.

I'd like a delay after you exit combat during which you can't be sucked in again, allowing you to escape the infinite ships problem as long as you have enough thrusters.

It would be nice if you could see in Hyperspace what kind of ship is chasing you. (The mod I mentioned earlier in this post does that.)

Um, that's all I can think of right now.

Exciting opinion.. I just loved the original game and would love to make no changes but still appreciate other suggestions.
« Last Edit: February 17, 2014, 05:00:47 pm by DougDesouza » Logged
Rapajez
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #94 on: April 23, 2014, 10:08:59 pm »

It would be cool if the ships in your fleet had more of an effect on conversation or random events. E.g., Fwiffo could jump in and talk when you first visit the Spathi homeworld. At the very least, having certain race's ships in your fleet, could open some new conversation options.
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Foxbat1701
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #95 on: May 24, 2014, 08:58:55 am »

Actually once you become friends and/or allies with a species the convrsation does change.  And Fwiffo is the only instance where you could have a ship in your fleet without going to the homeworld and becomming allies with that species.

Even though no one responded to this suggestion the first time, I still think we should have a choice of which Hierarchy ally we should have the Illrath attack.  Why kill off a species that has become our friends?  Finishing off the Mycon would be what I would have the Illrath do rather than kill our Thrad allies.  For that mater, it only takes 2 Illrath ships to kill one Kohr Ah ship.  They would be a significant factor in that war if we could send them there.
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Jugger
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #96 on: May 31, 2014, 12:34:51 am »

Finishing off the Mycon would be what I would have the Illrath do rather than kill our Thrad allies.

Oh no, they are my favourite enemies.  Grin

The Druuge would be better, after...

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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 #97 on: July 14, 2014, 07:26:08 am »

Actually once you become friends and/or allies with a species the convrsation does change.  And Fwiffo is the only instance where you could have a ship in your fleet without going to the homeworld and becomming allies with that species.
Fixed! Wink

Even though no one responded to this suggestion the first time, I still think we should have a choice of which Hierarchy ally we should have the Illrath attack.  Why kill off a species that has become our friends?  Finishing off the Mycon would be what I would have the Illrath do rather than kill our Thrad allies.  For that mater, it only takes 2 Illrath ships to kill one Kohr Ah ship.  They would be a significant factor in that war if we could send them there.
I think it's more like the Ilwrath don't really give you much of a chance to specify more precisely.
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