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

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Author Topic: The New Alliance Ships  (Read 20720 times)
JonoPorter
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The New Alliance Ships
« on: February 21, 2003, 03:50:05 am »

    Now imagine what would happen after the war..
they would build new ships and those new ships would incorperate all tech from the races. Cool

   What i would build would us the Chmmr design as the hull and replace the main weapon with the Earthling cruisers missles, but i would improve those missles with Thradish afterburners. Smiley Also have a higher rate of fire. i would keep the butterflies and incorperate the Utwig shields. Grin last i would replace the drive system with one designed by the the Arilou.  Cool

just the thought of this ship in action sends shivers down my spine. Smiley

what would you design?
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Re: The New Alliance Ships
« Reply #1 on: February 21, 2003, 09:42:33 am »

Well, BioSlayer, I've seen a near-identical post to this in another one of the threats, and for that reason I don't think this idea really warrants a new post...  but I might as well say something before this topic becomes a vacuous waste, since I believe the topic is very weak if non-existant.

I understand it may be appealing to "merge" the best of each ship just for fun, or to make the ultimate ship... but the thing I love about Star Control 2 is that no ship is invisible, none is perfect.  They all have weaknesses and strengths... and while many battles are one-sided, there's always a chance you may be able to make it out alive, with at least some pieces of your hull still intact.

To me, the perfect ship would only defeat the purpose of the game, as vastly different battle-ready ships with their own unique abilities and properties define SC.  Merging them together would only ruin the fun. Tongue

I understand your idea, but I just don't think you need to make a whole new topic about it, especially when it's already somewhere else on the forum.  We call it using space efficiently.
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Re: The New Alliance Ships
« Reply #2 on: February 21, 2003, 12:21:44 pm »

Quote
but the thing I love about Star Control 2 is that no ship is invisible

the ilwrath is. Grin

but since you ment Invulnerable. might i point out that there was one ship that tooka precurser planetering tool and crystal amplifiers to destroy. Tongue and Im not talking about the one made on vela

Quote
but I might as well say something before this topic becomes a vacuous waste


I sure don’t like the high horse attitude that you are so fragility displaying towards me and my ideas. Its my time to waste and you don’t have to read it.
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Re: The New Alliance Ships
« Reply #3 on: February 21, 2003, 07:31:48 pm »

This is the only board I've posted on in which people COMPLAIN about someone posting an idea. Roll Eyes The board isn't going to "run out of space" any time soon, trust me.
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Re: The New Alliance Ships
« Reply #4 on: February 21, 2003, 09:31:50 pm »

I agree with Scott, an attitude this hostile doesn't help much. If the Topic is weak, then it'll fall off the chart in a few dys, so where is the problem?

Although I have to say I agree with Omni-Samna on the point that ships should be balanced, not superdeadly behmoths. If you're truly interested in designing ships, you might want to check out timewarp, they got tons of them.
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Re: The New Alliance Ships
« Reply #5 on: February 21, 2003, 09:33:07 pm »

... and most of them are superdeadly behemoths...
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Re: The New Alliance Ships
« Reply #6 on: February 22, 2003, 12:56:50 am »

I do agree that making a super dreadnought would unbalance the game. that is pretty much what the flagship was. wipe out a umgah or thradish in one shot with a well built ship or a urqaun in 3. Grin

these ships would be annoying:
1. earthling cruiser with a cloaking instead of point defence Shocked
2. mycon with teleport instead of regen
3. a ship that randomly respawns when kill Grin
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Re: The New Alliance Ships
« Reply #7 on: February 22, 2003, 01:07:10 am »

Yes, but the Flagship has a good story behind it, there's a reason for it being so powerful. Alos, it isn't the best ship in the game straight away, you have to work on it before it's much good.  I'm assuming that what you are talking about would be race ships, and those really need a lot of balancing, or we end up with ships that are too powerful without any rerason whatsoever. But like I said earlier, if you want to have serious discussions about new ships, their balance, and their creation, then have a look at

http://dynamic.gamespy.com/~timewarp/ikonboard/ikonboard.cgi?s=3e5694d62d54ffff;act=SF;f=5

for all the ships you can take.
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Re: The New Alliance Ships
« Reply #8 on: February 22, 2003, 03:41:16 am »

I had a similar idea for a post SC2 Alliance vessel, but mine was no where near as crazy.  Basically it was going to have 10-14 crew, be resonably fast and very manuverable.  The Battery was medium sized with a moderate recharge rate.  It's primary was going to be a triple Ion Bolt (like the flagship).  Haven't decided on a secondary, might just use the flagship point defense system.  Once I learn some C++ I'll see if I can code into TimeWarp.

-Will  
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Re: The New Alliance Ships
« Reply #9 on: February 22, 2003, 04:52:41 pm »

You can edit every ship's attribute in Timewarp if I'm not mistaken, in a text file

and as for UQM - I think I saw a ship editor somewhere..
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Re: The New Alliance Ships
« Reply #10 on: February 22, 2003, 07:32:43 pm »

Well, I'm hoping to create an all new ship, with new graphics and everything, (C++ is similar to Java, which I am learnining in any case) but just editing one of the exsisting ships might be a good idea in the mean time.  

-Will
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Re: The New Alliance Ships
« Reply #11 on: February 22, 2003, 08:07:49 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.
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Re: The New Alliance Ships
« Reply #12 on: February 22, 2003, 10:15:42 pm »

this is an interesting topic but like everyone already stated you would un balance the combat. my suggestion: design an all new ship that would beter fit into the balance scheme.

my design:
10 crew
20 fuel/recharge only in planet gravity well or chmrrr gravity pull/closer u are the more faster it rechrges
prime weapon-simular to the chenjesu crystal shard only its energy ball with a preset distance/inch to 2 inch forward shot that explodes into 8 way shot.

secondary weapon-relector shield that sends other weapons back at oponent only guided now with double there normal range. expetion would be comet form of androsyth/lasers do damage no matter what/glory wind/limpets would return to vux if they touch shield/marines cant penetrate shield but will continue to do so untill destroyed/dogis would turn against the chenjesu if they touch shield/ urquan fighters would only destroy themselves/ khor ah mines that are still moving get reflected back but mines that fixed in spot will do damage/tonge lash does damage/afterburn does damage/i think thats it.
any comments good or bad are welcome.
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Re: The New Alliance Ships
« Reply #13 on: February 23, 2003, 01:24:36 pm »

I still think the idea of a eathling missle with the thradash after burner effect would be the coolest. Grin
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Re: The New Alliance Ships
« Reply #14 on: February 23, 2003, 03:33:43 pm »

It'd be hard to aim though. It'd be so fast that any ship that is the least bit manevourable vould probably evade it by making a sharp turn or acelerating....
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