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Topic: Dnyarri (Read 35279 times)
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gaugeyagee
Zebranky food

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I love YaBB 1G - SP1!
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Re: Dnyarri
« Reply #91 on: March 14, 2003, 12:54:27 pm » |
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Back to the original idea of the Dnyarri escaping on the escape pod with you:
Well.... on the PC version, you DO lose consciousness and awaken near the Syreen woman. So, did you black out because of the explosion, or did the Dnyarri wait until the right moment to take over your mind so you wouldn't suspect anything?
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Death 999
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Re: Dnyarri
« Reply #92 on: March 14, 2003, 08:34:36 pm » |
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I don't like this whole idea of the dnyarri on the ship escaping, simply because you have the Taalo shield. It seems to have done a good enough job up to this point, why would it fritz out now? Decent precautions could do the job so that crew would be unable to just casually free the thing in the time during combat: computer- controlled locks that will NOT let go; welded-shut doors, etc. Of course, if it's necessary for a sequel...
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Culture20
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Thraddash Flower Child
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Re: Dnyarri
« Reply #94 on: March 15, 2003, 12:39:49 am » |
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Some other race could use them as psychic control amplifiers, along with some Syreen ships. They'd still be non-sentient, but instead of telepathically translating, they'd be bio-weapons.
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Death 999
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Re: Dnyarri
« Reply #97 on: March 17, 2003, 07:22:47 pm » |
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Yes, I just didn't like them. Sorry.
It really was a nice try - but the problem for me is that the Dnyarri so completely dominated the tone that there is little room for side quests. I mean, in SC2 you have the Ur-Quan vs. everyone else at the beginning, then it's Ilwrath vs. Pkunk (though there's really not too much you can do about it), then it's Androsynth vs. Orz, Spathi vs. the ULTIMATE EVIL (I know, not much of a threat to you, but it's a major plot point not connected to the Ur-Quan), Kzer-Za vs. Kohr-Ah, Umgah vs. the Dnyarri, Thraddash vs all comers, Mycon vs. Syreen, Yehat vs. Yehat, and Melnorme vs. Druuge.
Now you may see what the nature of the problem is. If the Dnyarri are loose, it is SUCH a big deal that there is very little room for anything else to be going on.
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JonoPorter
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Re: Dnyarri
« Reply #99 on: March 18, 2003, 02:03:38 am » |
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no the dynarri and chmmr are fighting think of that as the urquan vs kohr ah. you would have to enlist other races to get them too help but in order for them to help instead of run away you have to prove to them that you can defeat them.
you can have new races that wont belive you or just dont care. and so on so there are plenty of room.
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Death 999
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Re: Dnyarri
« Reply #101 on: March 23, 2003, 09:42:39 pm » |
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ooh, yeah - weaponized talking pets would be serious trouble, especially if you don't know who is using them
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Censored
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Somewhere, between the sacred silence and sleep.
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Re: Dnyarri
« Reply #102 on: March 24, 2003, 01:30:46 am » |
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In a sense, the Dnyarri ARE the current game's (SC2) villans!
Think about it.. the game is named "the Ur-Quan Masters", the Kohr-Ah want to end all existence, and..
hmm
ok
maybe it's not that obvious 
As you advance in the plot, you understand that actually only the Kohr-Ah are evil (you send the Thraddash to fight them, plus the Utwig and the Supox). Even the Kzer-Za tell you of how evil they are (something like, "you've killed dozens of our ships. begone, so we can win the doctrinal war").
After meeting the Dnyarri for the first time you realize what potential it has for evil.. and a few history classes teach you that they really ARE the evil guys in the game. The whole Ur-Quan menance started because of them, and here you have one on your flagship, one tiny animal that, in a sense, is even worse than the precursor bomb. A true villan - one which is not obvious and active.. a bigger evil is the one you don't recognize, the one who's pulling the strings!
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"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!?"
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Matticus
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Re: Dnyarri
« Reply #103 on: March 27, 2003, 10:11:08 pm » |
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How about this? The race using the Talking Pets as bioweapons is the Dnyarri itself! I think it's evil enough to use it's fellow Dnyarri as tools, at least until he has some semblence of control.
And I think there's room enough in the given plot for the Dnyarri to have escaped the destruction of the Vindicator. The Taalo shield wasn't properly installed and the Dnyarri could exercise some form of limited mind control, beyond even the flowers bit. If you try to destroy it on the Umgah homeworld, it compels you into taking it on board, Taalo shield be damned.
Hmmm! How interesting! During that last little threat, I noticed something WONDERFUL! YOU DON'T HAVE THE TAALO SHIELD DEVICE PROPERLY INSTALLED! Ha-ha-ha! Fool! You could have fired upon me. Now, I fear, you will have to accept my offer. I will join you on board your vessel. Together, we will exact MY revenge and perhaps incidentally, realize your own plans as well. After this it comes on board and there's nothing you can do about it. And even while on board, it seems to be constantly trying to figure out how to exploit the Taalo shield's weakness. When you talk to it, there's a time it says:
Captain. The Taalo device on board this vessel is giving me a headache, please remove it. NOW, Captain! It is foolish to resist!... Hmmm... it remains more effective than I had thought, you are still able to disobey. Uh, remains effective? Still able to disobey? This implies that either the Taalo shield's effectiveness is somehow waning or the Dnyarri is finding a way around it. See? No complicated plot tweaking required. No wild hypotheses or additions needed. The Dnyarri's ability to escape is clearly outlined in the game as is.
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« Last Edit: March 27, 2003, 10:12:05 pm by Matticus »
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philosophy is the talk on a cereal box religion is a smile on a dog
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