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Author Topic: If you were to make a star control 2 remake what improvements would you make?  (Read 17479 times)
Elestan
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #30 on: May 17, 2012, 04:16:36 pm »

And damnit, Groombridge was supposed to be so out of the way it would hide an easter egg that few players would find on their own. This idea practically requires you to go there. Like I said, just tagging the rainbow worlds is fetch-questy enough.

Groombridge is not a Supergiant.
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Death 999
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #31 on: May 17, 2012, 06:39:15 pm »

Well, there's Alpha Vulpeculae (not reasonable to expect a new player to always ally with the Orz)

Orz space is not extensive enough to really get one stuck. Even in the middle the spawn rate is modest.

Alpha Apodis

AI Thraddash vs human player are weak. You have to go near there anyway. I don't see the problem.

(I sure hope nothing good is stuck off in Alpha Aquilae, for instance).
Why not? It's not far from a plot-required location.

I think one thing that would help wth these objections is if when a caster is used or you run out of fuel, the nearest Melnorme responds. That way you don't need to go all THAT close.
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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 #32 on: May 18, 2012, 03:52:16 pm »

I think one thing that would help wth these objections is if when a caster is used or you run out of fuel, the nearest Melnorme responds. That way you don't need to go all THAT close.

A good idea, but I already implemented something else in that situation.  :-)
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Defender
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #33 on: May 20, 2012, 07:43:33 pm »

In reply to topic:

Taken from other mods:

- Ur-Quan fighters will attack/destroy incoming projectiles and
  asteroids

- No longer possible to encounter random Ur-Quan ships in the
  Zoq-Fot-Pik home system, like their dialogs say

- Show the name and value of biologicals  when picked up

- If the player ventures out into Hyperspace without rescuing the
  starbase first, the Probes he encounters are much tougher

- Add a "dead" slave-shielded world and starbase - various places - consistent with story

- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence

- Can discover a defunct Precursor starbase - consistent with story

- Fixed up dialogue so that the Syreen / Mycon / Sun Device plotline
  is discoverable in-game

- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them

- Destroyed Zoq-Fot-Pik colony worlds

- Starbases around all homeworlds

- Add a Syreen sphere-of-influence after rescuing their ships

- Add a Chmmr sphere-of-influence after finishing "The Process"

- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area

- Play the "lander full" sound instead of the normal pickup sound
  when picking up bios/minerals that fill the lander's hold to max.
  capacity - Don't waste minerals if there too large to completely fit in lander bay

- Probes in planetary exploration

- Orz deploys marines against Earthling.

- Ur-Quan does not launch fighters against cloaked Ilwrath.

- Utwig and Yehat use their shields to defend against the Androsynth blazer.

MY IDEAS:

- 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.

- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.

- Admiral ZEXs personal ship on planet after stoy to add to your fleet. Have it modified to be better than other vux ships ie faster, turn rate?

- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle

- abandon Ilwrath ship or ships on moon - destroy or scavenge for money boost.

- evidence of spathi redeployment in sol system consistent with story

- black spathi squadron

- better AI
« Last Edit: May 21, 2012, 06:20:37 pm by Defender » Logged
onpon4
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #34 on: May 20, 2012, 09:21:25 pm »

There's a mod with better A.I.?
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Defender
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #35 on: May 20, 2012, 09:33:19 pm »

oops let move that...
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #36 on: May 20, 2012, 10:37:35 pm »

- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them
I'd never play a mod with this. I'd miss Fwiffo too much!

MY IDEAS:

- 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 pick text to state the fact that it's automated or something.
I think making a ship that had to be played by the cyborg would be frustrating for the player. I do like the idea of a Chenjesu in your fleet, but it'd be easy to explain that away. One that got stuck outside or something.
- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.
No. The Androsynth disappearance was so mysterious, leaving some in would just ruin the effect I think.

- Admiral ZEXs personal ship on planet after stoy to add to your fleet. Have it modified to be better than other vux ships ie faster, turn rate?
Doesn't make any sense for two reasons:
1) How would it be piloted? There are no Vux who are willing to help you.
(click to show/hide)
and no other Vux would help you.
2) Zex never had any interest in Spaceship design, why would the ship be better.
- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle
The Melnorme have no way of fixing them and the code just destroys them. This makes no sense.

Everything else was cool.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #37 on: May 20, 2012, 10:47:26 pm »

I was just thinking Androsynth technology not the race itself. If the destroyed cities remain and within one of those cities a working computer. One would also venture that their ships or other tech would remain in working condition too.

about Admiral ZEX I guess your right on both accounts. He did say his ship is equipped with a warp nullifier. I would stretch that assumption he had other precursor mods as well.

I think the probe idea could be tweaked some, sure.
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #38 on: May 21, 2012, 01:22:35 am »

The warp nullifier was a lie, intended to discourage Zelnicki from attacking. Still, if ZEX did get his hands on any genuine precursor artifacts, he probably would put them on his own ship - but the best Zelnicki would be able to do is extract them for his own use without a VUX captain.
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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 #39 on: May 26, 2012, 09:53:22 pm »

I recognize the source of your ideas, but disagree with a lot of them.

- No longer possible to encounter random Ur-Quan ships in the
  Zoq-Fot-Pik home system, like their dialogs say

- Show the name and value of biologicals  when picked up
These ones I like.

- If the player ventures out into Hyperspace without rescuing the
  starbase first, the Probes he encounters are much tougher
I don't like this idea; there's no logical reason why they'd be tougher. Granted, there's no logical reason why there'd be so many more of them, either.

- Add a "dead" slave-shielded world and starbase - various places - consistent with story

- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence

- Can discover a defunct Precursor starbase - consistent with story

- Destroyed Zoq-Fot-Pik colony worlds

- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area
In general I don't think it's a good idea to randomly add content like this. If it's notable and consistent with the story, like with the Precursor starbase, then maybe. Otherwise I think it's a bit pointless.

- Starbases around all homeworlds
Why? It's clear that the Ur-Quan only put starbases around slave-shielded worlds; why would you change that?

- Add a Syreen sphere-of-influence after rescuing their ships

- Add a Chmmr sphere-of-influence after finishing "The Process"
Agreed!

- Probes in planetary exploration
I thought this was already the case...

- Ur-Quan fighters will attack/destroy incoming projectiles and
  asteroids

- Orz deploys marines against Earthling.

- Ur-Quan does not launch fighters against cloaked Ilwrath.

- Utwig and Yehat use their shields to defend against the Androsynth blazer.
This is all ship AI stuff, so I'm not sure what to think of it.

- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them
Please no. This doesn't even make sense. Plus, I like having my Spathi stay around throughout the whole game.

- 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.
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?

- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.
This is probably a bit much.

No. The Androsynth disappearance was so mysterious, leaving some in would just ruin the effect I think.
If it's just the ships I don't think it'd ruin the effect, but I still don't think that was a good idea.

- Admiral ZEXs personal ship on planet after stoy to add to your fleet. Have it modified to be better than other vux ships ie faster, turn rate?
Doesn't really make sense, as chenjesuwizard explained.

- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle
Eh. I guess it would be nice to be able to have probes in your fleet... however, could you get enough credits? (We already know the cost of the Probes from the Slylandro.)

- abandon Ilwrath ship or ships on moon - destroy or scavenge for money boost.
Why would there be any? Surely the Ilwrath would've taken them all with them when they departed? On a related note though, I'd like to be able to find a cloaking module for the flagship somewhere...

- evidence of spathi redeployment in sol system consistent with story
Eh, maybe.

- black spathi squadron
No. It doesn't exist.

The warp nullifier was a lie, intended to discourage Zelnicki from attacking. Still, if ZEX did get his hands on any genuine precursor artifacts, he probably would put them on his own ship - but the best Zelnicki would be able to do is extract them for his own use without a VUX captain.
Are we quite sure it was a lie? Still, even if it wasn't it could just be a Precursor artifact, as you said.


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.
« Last Edit: May 26, 2012, 09:55:03 pm by CelticMinstrel » Logged
Draxas
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #40 on: May 26, 2012, 11:29:02 pm »

Are we quite sure it was a lie? Still, even if it wasn't it could just be a Precursor artifact, as you said.

Yes. It's in his dialog if you fight him, escape, and then come back and talk to him again. Wink
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #41 on: May 31, 2012, 07:44:39 am »

Maybe there could be some special piece of information that lets you buy Probes from the Melnorme at a steep discount (i.e. with an achievable number of credits)?
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Alvarin
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #42 on: May 31, 2012, 11:11:35 am »

Are we quite sure it was a lie? Still, even if it wasn't it could just be a Precursor artifact, as you said.

Yes. It's in his dialog if you fight him, escape, and then come back and talk to him again. Wink

In the final scene, when Zex prepares to attack the player, he orders Dax to engage the device. I assume he had it, but left it turned off, so that you could bring him the beast.
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Death 999
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #43 on: May 31, 2012, 04:22:06 pm »

- Add a "dead" slave-shielded world and starbase - various places - consistent with story

- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence

- Can discover a defunct Precursor starbase - consistent with story

- Destroyed Zoq-Fot-Pik colony worlds

- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area
In general I don't think it's a good idea to randomly add content like this. If it's notable and consistent with the story, like with the Precursor starbase, then maybe. Otherwise I think it's a bit pointless.

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

- Starbases around all homeworlds
Why? It's clear that the Ur-Quan only put starbases around slave-shielded worlds; why would you change that?

Starbases were merely somewhat uncommon during the war, going by Star Control 1.

- Buy Probes, add to your fleet after probe story quest fully completed, Upgrade probe with missiles from Melnorme or have them already. Non repairable damage after battle
Eh. I guess it would be nice to be able to have probes in your fleet... however, could you get enough credits? (We already know the cost of the Probes from the Slylandro.)

Could replace the self-destruct code with a command override.


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?)
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Defender
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Re: If you were to make a star control 2 remake what improvements would you make?
« Reply #44 on: May 31, 2012, 05:56:52 pm »

The warp nullifier was a lie, intended to discourage Zelnicki from attacking. Still, if ZEX did get his hands on any genuine precursor artifacts, he probably would put them on his own ship - but the best Zelnicki would be able to do is extract them for his own use without a VUX captain.
Which brings up another idea, random precursor artifacts for fleet ships. Have them scattered/randomized all over the map. Which in turn brings up another point again, randomize the minerals and life forms that don't change story places or events.

Quote
- If the player ventures out into Hyperspace without rescuing the
  starbase first, the Probes he encounters are much tougher
Quote
I don't like this idea; there's no logical reason why they'd be tougher. Granted, there's no logical reason why there'd be so many more of them, either.
Agreed. After thinking about it, maybe the player can't leave sol system until the starbase quest is done.

Quote
- Add a "dead" slave-shielded world and starbase - various places - consistent with story
- Can explore a defunct Mother Ark the old Mrnmhrrm sphere of
  influence
- Can discover a defunct Precursor starbase - consistent with story
- Destroyed Zoq-Fot-Pik colony worlds
- Destroyed Ur-Quan(*) / Kohr-Ah(+) starbases located in battle area
Quote
In general I don't think it's a good idea to randomly add content like this. If it's notable and consistent with the story, like with the Precursor starbase, then maybe. Otherwise I think it's a bit pointless.
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.

Quote
- Starbases around all homeworlds
Quote
Why? It's clear that the Ur-Quan only put starbases around slave-shielded worlds; why would you change that?
To starbase or not to starbase, that is the question.

Quote
- Probes in planetary exploration
Quote
I thought this was already the case...
It is...so...disregard. I found that out when I was playing again.

Quote
- Ur-Quan fighters will attack/destroy incoming projectiles and
  asteroids
- Orz deploys marines against Earthling.
- Ur-Quan does not launch fighters against cloaked Ilwrath.
- Utwig and Yehat use their shields to defend against the Androsynth blazer.
Quote
This is all ship AI stuff, so I'm not sure what to think of it.
I'm truly in favor of a game wide AI overhaul, I just noted some favorable AI improvements.

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.

Quote
- Liberate Fwiffo!  When the Spathi bug out and hide under their
  slave shield, they take all their ships in your escort fleet with
  them
Quote
Please no. This doesn't even make sense. Plus, I like having my Spathi stay around throughout the whole game.
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.

Quote
- Androsynth ships located on Androsynth homeworld or old sphere of influence to add to your fleet. Some background story on how or why they survived. Since the ships were created by human clones, I see no reason why humans can't pilot them.
Quote
This is probably a bit much.
Maybe. I just like the idea of having the possibility to use that specific ship in the story.

Quote
- abandon Ilwrath ship or ships on moon - destroy or scavenge for money boost.
Quote
...On a related note though, I'd like to be able to find a cloaking module for the flagship somewhere...
Cloaking module, Ok I'm down for that.

Quote
- black spathi squadron
Quote
No. It doesn't exist.
But it could... Grin

« Last Edit: May 31, 2012, 06:15:12 pm by Defender » Logged
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