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Author Topic: If you were to make a star control 2 remake what improvements would you make?  (Read 23532 times)
Colonel_Shephard
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If you were to make a star control 2 remake what improvements would you make?
« on: April 22, 2012, 09:59:07 pm »

I have played the ur-quan masters for some time now and while at it i always thought that this part or feature could be changed

so

Beyond the obvious visual treatment and without changing the core elements or visual style of star control 2, what improvements would you make?

Here is a list of my ideas

-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.

-More informative starmap. There will be a more detailed info on highlighted systems, like how many planets have been visited, what was the last planet visited and what are the remaining resources on planets already visited(both biological and mineral). When not highlighted a system will have a visual indication on whether we have visited it and how extensive exploration has undergone. No longer i will say "i will come later when i will have upgraded my lander" and have forgotten where the planet was.

-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. Gathering bio data will be like before....shoot to kill.

-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.

-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.

-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.   

-Upgrades can be applied on the starbase to enhance efficiency. Construction can take less time and consume less resources and research could be done faster

-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 

-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.

-the original front hull of the Vindicator should be more than enough to house 50 crewmen without needing an extra crew module.

-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.

-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 flares and the lot.


that is all. what about your ideas?
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #1 on: April 22, 2012, 11:13:41 pm »

I'd suggest a few improvements taken from the Starflight series, such as Starflight style planet exploration (planets are more or less realistic in size, and are much more detailed), and perhaps a trading system somewhat like Starflight 2. 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. Melee is just fine the way it is, IMHO, although naturally a modern implementation wouldn't have some of the more archaic quirks like the 16-angle limitation.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #2 on: April 23, 2012, 03:27:52 am »

There's only a few changes I would make if I could:

 - Mix up the original and remix musics for the dialog screens, hyperspace, and battle screen so that certain situations (important ones, e.g. the Ur-Quan spy drone and the Druuge bomb squad) play different tracks. I like the remixes, but I like variety even more.
 - Allow any ship angle and have some acceleration behind turning which varies from ship to ship.
 - Add support for analog control where pointing the stick in a direction causes the ship to turn and thrust in that direction.
 - Prevent the Melnorme from selling you information you've already heard before so that a player that rarely uses the Melnorme information service won't have to waste excessive amounts of credits trying to learn something useful.
 - Keep a log of previous events and conversations so you can always look back for information.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #3 on: April 24, 2012, 03:54:15 pm »

-I would add the Black Spathi Squadron as a force of ships around the "secret" rainbow world with me voicing the commander of the squadron  Grin

Beyond that, I think the original game is just shy of perfect
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #4 on: April 24, 2012, 09:01:38 pm »

- 360° rotation angles
- a lot more special effects
- colorful universe (p6014 has nebulae backgrounds for that purpose)
- HD and wide screen support
- less screen space taken for GUI
- new combat environments (fighting in asteroid belts and nebula storms)
- new types of stellar objects (asteroid belts, ringed planets, non-spherical planetoids, black holes, protostars, binary star systems etc.)
- space monsters
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #5 on: April 25, 2012, 11:34:54 pm »

Logging & journal system.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #6 on: April 26, 2012, 02:05:48 am »

Planet minigames, like FPS safari hunting for bios and quest/adventure for ruins exploration.
Different landers for different purposes - mining, exploring or hunting
From SC1 - mini-artifacts to boost abilities on any single ship. (perhaps found during ruins exploration)
"long distance calls" to established allies, without needing to travel to their SOI to communicate.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #7 on: April 26, 2012, 05:53:11 am »

More rotation angles would probably be at the top of my list. It would certainly require rebalancing (since the result would be to make long-ranged unguided attacks more powerful compared to short-range and guided attacks) but I think the payoff in, well, not being forced to turn at 22.5 degree increments and having situations where you can't hit someone when they're practically in your face because they're not on one of your sixteen facings would be worth it.

Others, I'd have to think about. I certainly like the idea of being able to apply upgrades to ships apart from the Vindicator, although I'm not sure about the best mechanism for doing so. Specialised landers seems a bit overspecialised to me, while long-distance calls seems to me to be something more suited to a sequel than a remake - even though the Ur-Quan are too busy fighting each other rather than worrying about anyone else for the moment, I can see allied races being understandably hesitant to risk revealing their positions through extended long-range HyperWave communications except in cases of emergency.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #8 on: April 27, 2012, 02:52:47 am »

Better autopilot and an information log.

I've actually though about making a mod to add logging for a while, but I'm far too lazy.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #9 on: April 27, 2012, 06:52:46 am »

These are some interesting ideas!
An information log would definitely be helpful...instead of things being marked on the star map, I think I'd rather have a list of coordinates that have been given to the player, so that the starmap still has to be utilized (eg., locating the coordinates on the map).

A better Melnorme information system would certainly be useful...maybe the "scan your ship's databanks" and check flags like "Slylandro Met" and "Portal Spawner Acquired" and don't tell you about 2418-B or anything you already know.

I could honestly see and updated SC2 being released as a downloadable game for the PS3 or 360, which could increase interest in the series.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #10 on: April 28, 2012, 11:58:51 pm »

-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 flares 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.

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.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #11 on: April 29, 2012, 07:53:49 pm »

Maybe, but the ability to create your own log entries with whatever content you want would be better still.

Both Starflight games actually did this too (just a simple text box you were meant to use as a 'Captain's Log'). These days that wouldn't be as important though, since with interesting modern technology like 'multitasking operating systems for microcomputers' we can just pop up a text editor window and make a Captain's Log in that.

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.

Completely agreed there.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #12 on: May 02, 2012, 02:46:05 am »

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.

There is something like this in my (unreleased, in testing) mod.  What I did was give each Melnorme a different selection of technologies and information (with a dozen or so new techs added); you need to visit them all to get everything.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #13 on: May 02, 2012, 03:16:39 am »

Ooh, sounds interesting! What kind of mod is it?
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #14 on: May 02, 2012, 04:13:29 am »

fix/tweak the ai.

Have one specific ai to use against one specific ship. I would assume some ai could be reused for more than one ship.
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