Pages: [1]
|
|
|
Author
|
Topic: SC2 - HARDMODE? (Read 1449 times)
|
Krath
Zebranky food
Offline
Posts: 2
|
Hi guys, new member here but by no means new to SC2... played it religiously as a kid and have followed initiatives to remake it for years...
I would just like to start off by saying thanks for all the time and effort put forth from individuals to make UQM a reality and especially the new HD update.
That being said.. I plan to start a new play through of HD UQM but with a twist. I, like most anyone reading this forum, know all the tricks and secrets. I could probably beat the game in a hand full of hours if i wanted to. What I would like to do is come up with a feasible but challenging set of self-imposed rules to make the game new and interesting. Here, in no particular order, are some preliminary ideas:
1) may not equip the Vindicator with weapon systems and/or may not build any combat ships 2) you may use only a limited number of crew (you start with 100 or something and may not recruit more) 3) Cannot trade locations of precursor worlds to the Melnormae 4) some limited number of thrusters / turning jets less than the maximum
I obviously don't want to impose some rule which would make completing the game imposible. Input on the ideas above or any new ideas are very welcome. Thanks for reading.
|
|
|
Logged
|
|
|
|
|
|
|
onpon4
Enlightened
Offline
Gender:
Posts: 709
Sharing is good.
|
Well, you only ever need to land a couple of times since minerals are useless. The first annoyance is the Slylandro probes (since there are several of them), and once you collect the probe self-destruct code, the biggest annoyance is having to worry about getting trapped in spheres of influence (especially Ur-Quan).
|
|
|
Logged
|
|
|
|
Elestan
*Smell* controller
Offline
Posts: 431
|
My as-yet-unreleased mod is mainly intended for players who have already defeated the game. It ups the difficulty in a few ways:
First, it starts the flagship with fewer modules and crew, and introduces progressive pricing for thruster and turning modules.
Second, it scatters the technologies across all of the different Melnorme systems, so that you can't just buy them all from the easy one near home.
Third, it adjusts the conditions on a few worlds (and in a certain other dimension) to make it harder to acquire certain shortcut items very early in the game.
I might add a tweak that would make it take some amount of time to explore energy signatures, during which the lander would be vulnerable. After all, the report text usually indicates that crew is doing things that would take some time.
|
|
|
Logged
|
|
|
|
Ceres
Zebranky food
Offline
Posts: 12
|
I don't think it's a good idea to skip on trusters and landers and the like, it makes the game more boring: hyper space travel takes longer, you'd constantly have to return to the starbase for new landers. You could set yourself failure conditions, like only using one lander for the entire game, but the point of a failure condition is to still play to the best of your ability with this new limitation in mind. In this case you'd simply save the game before any surface exploring.
Truth be told, the game is actually fairly easy and it could do with more difficulty. The parts that will give you the most trouble I think are all related to failing to understand how to trigger a plot development or advance a conversation path and such, it's the kind of thing that will only become easier the more you play the game and there is no good way to unlearn (outside of hitting yourself on the head a lot) any of the information you have acquired in previous playthroughs. If I could make a suggestion: don't visit any rainbow worlds, don't use your flagship, don't cheat by using Fwiffo to beat unlimited numbers of enemy ships - or you could roleplay and sabotage yourself slightly in certain scenarios.
|
|
|
Logged
|
|
|
|
Pages: [1]
|
|
|
|
|