The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 06, 2024, 01:50:28 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  The New Alliance Ships
« previous next »
Pages: 1 [2] 3 4 ... 6 Print
Author Topic: The New Alliance Ships  (Read 20718 times)
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: The New Alliance Ships
« Reply #15 on: February 24, 2003, 01:03:19 am »

That all depends on the skill of the pilot

the reason i like the idea is because the wall of flame it made would make any ship that cant turn fast and has a slow accel a easy target excpet for the chmmr and the earthling cruiser itself (point defence)
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: The New Alliance Ships
« Reply #16 on: February 24, 2003, 01:29:51 am »

Yes, but assuming that these are alliance and hierarchy (or any other race) war pilots trained for battle, I'd say they'd probably figure this trick out pretty fast.

And in 2 player game, it'd be the same as with the cruiser. If your enemy is too close, and somewhat manevurable, he can sdodge your missiles. The afterburner would enhance that effect to a bit further out. They would be harder to dodge from very far off, due to their amazing speed, but their medium range would be worse than the regular crusiers. Also, for how long would the afterburner keep going? It hasn't got enough juice to cower a whole screen if it's attached to a missile, so ifthe enemy is far away, you'll just be leaving a streak of fire that your next missile might hit...
Logged

What's up doc?
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: The New Alliance Ships
« Reply #17 on: February 24, 2003, 01:36:13 am »

could make it so it starts the afterburner on final aproach
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: The New Alliance Ships
« Reply #18 on: February 24, 2003, 01:41:21 am »

Good point. That would make for a nasty surprise, and even if you evade the missile, you'd have the flames around you to worry about. But wouldn't it make the missile a lot more fragile? I mean, a normal missile blows up very easily, and one that has a huge tank of extra fuel strapped to it (and possibly a traddash with a cigar, although i suppose that isn't mandatory) should be even more vulnerable...
Logged

What's up doc?
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: The New Alliance Ships
« Reply #19 on: February 24, 2003, 01:47:16 am »

as i said it would be worthless aganst ships with point defence. Wink
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: The New Alliance Ships
« Reply #20 on: February 24, 2003, 02:13:26 am »

Yeah, but even a Traddash or ZoqFotPik should be able to hit that enormous fuel tank with a qucik shot, and thus eliminate it. Of course, there's the speed issue again. Only for expert pilots...
Logged

What's up doc?
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: The New Alliance Ships
« Reply #21 on: February 24, 2003, 02:19:53 am »

so replace the warhead with a glory device and then you have a standoff weapon Wink

or course there is the balance issue
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3874


We did. You did. Yes we can. No.


View Profile
Re: The New Alliance Ships
« Reply #22 on: February 24, 2003, 07:53:25 pm »

and that's really the main issue, isn't it?
Logged
Mormont
*Smell* controller
****
Offline Offline

Posts: 253


I love YaBB 1G - SP1!


View Profile
Re: The New Alliance Ships
« Reply #23 on: February 24, 2003, 08:30:36 pm »

Looking for an ultimate ship? SC2 has three of them, and that's not even counting the precursor vessel. They are: Ur-Quan Dreadnaught, Kohr-Ah Marauder, Chmmr Avatar.

Those are powerful ships, but far from unstoppable. There are several ships that can beat them. IMO, the hardest ship to beat is an arilou with a good pilot. Only the chmmr, the slylandro, maybe the earthling cruiser, and luck can kill it.
Logged
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: The New Alliance Ships
« Reply #24 on: February 24, 2003, 10:54:46 pm »

would that missile pe proximity, or remote detonated? No matter, it'd be very unfair and off balancing... There would be no ship to stand against it, whcih would make the melee just a tad pointless...
Logged

What's up doc?
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: The New Alliance Ships
« Reply #25 on: February 25, 2003, 12:08:15 am »

what they need to do is make a ship modifier which would automaticly balance the ship.
so if you had a earthling cruiser with a cloak it would make it so the engine was next to nothing or would reduce the crew.
have it so every aspect of the ship is part of the calculation. from turning thrusters to size of the hull.
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: The New Alliance Ships
« Reply #26 on: February 25, 2003, 12:11:11 am »

Hmm.. Isn't it just easier to desgin the ships yourelf and use simple reasoning to figure out what is blanced and what is not, and let others playtest it and comment, rather than to write some obsucre program that has to take every possible parameter in the game into consideration (tactial advantages due to secondary weapons) and so on?
Logged

What's up doc?
JonoPorter
Enlightened
*****
Offline Offline

Gender: Male
Posts: 656


Don't mess with the US.


View Profile WWW
Re: The New Alliance Ships
« Reply #27 on: February 25, 2003, 12:22:11 am »

NO
Logged

There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
Censored
Enlightened
*****
Offline Offline

Gender: Male
Posts: 627


Somewhere, between the sacred silence and sleep.


View Profile
Re: The New Alliance Ships
« Reply #28 on: February 25, 2003, 12:25:38 am »

I think TimeWarp solved this idea easily - text files with the attributes of each ship, which you can change at your discretion.
Logged

"You boldly enter our space! Approach this Dreadnought as though it were a recreation base and then play the dumb hominid?
Who do you take us for, Captain... Spathi!?"
Lukipela
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3620


The Ancient One


View Profile
Re: The New Alliance Ships
« Reply #29 on: February 25, 2003, 12:28:06 am »

Let me clarify. If you look at Timewarp, there are a lot of different ships, and some of the special weapons are way out there, worthless against some ships, ezxcellent against others, and sometimes just as good against everything. I think it'd be hard for an artifical intelligence to work out how these special and main weapons, seeing as it often cant even seem to utilize them the proper way in the HyperMelee.... Regardless of the billiance of the AI, it's seldom as good as a human, and is therefore not able to rate the ships as well as a human would be able to. Therefore, a program attempting to restrict what you come up with (no matter how exotic the weapon) would be quite inefficient.
Logged

What's up doc?
Pages: 1 [2] 3 4 ... 6 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!