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Neon Pegasus
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Another Thread on Star Control Story
« on: December 17, 2013, 10:12:46 pm »

I am a new comer to the star control series, and have only really played the ur-quan masters (in HD  Cheesy). I thought I would take a shot at a storyline for a sequel.

It would go something like this:
After the captain of the vindicator (or whatever you called your ship) retired to a homely planet with children and wife, the galaxy enjoyed a time of reletive peace. The Ur-Quan were defeated, their military so crushed and such a watchful eye kept on them that they knew better than to revolt against the new alliance of free stars (or whatever you called it). The ur-quan, understandable, were not happy with this arrangement. They wanted to travel the stars again, but hated the imprisonment of the alliance watching their space. So you, a diplomat for the earthlings (now back as a meaningful empire again), go to the Ur-Quan to see how some deal like this may be worked out. You know that the Ur-Quan hated the vanishing of the Taalo, and that was what started them on this path against all the other races. Having heard tales of the Orz and how they talk about a race called the Taalo, you propose to the Ur-Quan that the alliance will look for the Taalo, wherever they may have gone. This pleases the ur-quan, to once again be with the only race they ever considered a friend. Thus, the negotiations are rapped up, and you travel back to earth in the a earthling cruiser (buffed). Soon after agreeing to this, an arilou skiff appears from out of nowhere warning you not to do this, that it will only cause much pain and suffering for all parties involved. You ask him why you should not do this, and he responds that he cannot tell you. You ignore him and continue toward earth, your mind made up that this is the best course of action for the alliance and the Ur-Quan.

A week after this, the orz start behaving strangely. There ships go missing, and the planet that is theirs in the Vulpeculae constellation has  gone missing. As the only active diplomat in space and available at the time, you travel to orz space. What you find in place of the homeworld of the Orz is a portal that leads to a strange place. Instead of hyperspace where everything is red, in this, the colors are negative (light is dark and surrounding space is white). Travel is odd, because the stars do not go to their corresponding location (ex. a "fall" into sol might lead you to the spathi homeworld. You can also see something in the depths of this place, a massive creature, bigger than the entire universe looking the the background at every turn. You leave this place, deeply shaken by what you have seen. The research's that come after you to study this place call it synthspace, because it has no real corresponding view of reality.

Soon after this, the portal closes, and the orz reappear. You travel to their homeworld again to talk with them, only to be confronted by an Arilou skiff again. Seemingly deep in sadness, the arilou ask you if they can outfit you and your ship with some special devices. They do this, and leave, almost weeping. You ignore this, and continue to orz space, where you only see one nemisis class ship. You contact the ship, and expect to be confronted by the "weirdness" of the Orz. What you encounter suprises you. The normal bubbly orz look like nightmare fuel. Their ship sounds like a dim scream of unimaginable fury, and their music of cthulian dread. They themselves are different, not the green blobs, but a hiddious blob of arms, legs, and things you don't have words for. Just looking at them makes you winch, and staring at them makes you feel like they are taking your very soul. They are very hostile, and you understand every word they say. They talk about the hunger, the thirst for flesh and brain. You immediately leave, scared to death by what you have seen. As you travel back to sol to warn the galaxy of this impending threat, you find sol gone. You find about half the systems in the galaxy gone. The only races left are the ur-quan, pockets of humanity, the melnorme, the arilou, the pkunk, and the shofixti. All the others are missing. With no homeworld left, the humans go to ur-quan space, aware of the massive infrastructure sitting idle since their defeat. At that point, a massive fleet of arilou ships jump through, telling you in no uncertain words that you have been "seen" by the orz. You ask them how this is possible. They tell you that time is not existant at the lower dimensions of the universe, and that an agreement to one action means that action has already happened. The Taalo are deep within the "creature" that you saw, although it was not really a creature. The creature is "them". Since the agreement to the Taalo would have resulted in multidimensional fatigue research, the orz would be able to "see" them because of the action they had taken. You say that the action cannot be changed now, and they sadly agree. As much as they would like to change the past, it is impossible by any means in "real" space. You then set up camp by the Ur-Quan homeworld and explain to them what happened, and what is needed to get to the Taalo. They agree that their friendship with the Taalo is more important that their instincts to kill other races. At this point, you choose a ship that you want to fight in (similar to buying a ship in the escape velocity series), and ask the arilou where to start you question. The Aarilou say that they will give you fatigue technology, and that to get to the Taalo, you must find them in the deeper regions of the dimensional universe. They point you toward a star that corresponds to sol in synthspace, and then take up defense around the Ur-Quan world. You, as the last and highest ranking human, take charge of humanity and its allies. You must once again wrest control from another, more powerful and oppressive race, the Orz, or them. Or both.

This is star control 3: Taalo's journey
« Last Edit: December 17, 2013, 10:17:52 pm by Neon Pegasus » Logged
Kwayne
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Re: Another Thread on Star Control Story
« Reply #1 on: December 18, 2013, 12:32:38 pm »

You can throw this on the pile of ideas Project 6014 already has, if you didn't do that already.
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Death 999
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Re: Another Thread on Star Control Story
« Reply #2 on: December 18, 2013, 05:17:33 pm »

Quote
You know that the Ur-Quan hated the vanishing of the Taalo, and that was what started them on this path against all the other races.

umm... noo, it really wasn't? I mean, yeah, they were pretty miffed about that, but it's not anything near the main cause.
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Neon Pegasus
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Re: Another Thread on Star Control Story
« Reply #3 on: December 18, 2013, 07:13:55 pm »

Quote
You know that the Ur-Quan hated the vanishing of the Taalo, and that was what started them on this path against all the other races.

umm... noo, it really wasn't? I mean, yeah, they were pretty miffed about that, but it's not anything near the main cause.

The point is, the ur-quan were mad. It's storyline semantics. The point is, angry ur-quan are not good to deal with. So by promising to find the Taalo, you appease the general population. It is supposed to be a simple task.

Do you have a better storyline?
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Kwayne
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Re: Another Thread on Star Control Story
« Reply #4 on: December 18, 2013, 09:37:14 pm »

Rather than storyline semantics, it looks like an incorrect statement to me.

The cause of founding both Ur-Quan doctrines is the humiliation the Ur-Quan suffered during their servitude under the Dnyarri Empire. After a few thousand years spent while being practically turned into tools and playthings, they both reached conclusions that apply to all other sentient life, for the sake of preserving their own freedom. They are not "mad" by any stretch of imagination, they're guided and disciplined by doctrine since 20000 years.

Would the Captain make a promise about finding the Taalo, it wouldn't make any difference. For them, the Captain is an enemy talking about solving a conflict that lost it's relevance a long time ago without any shred of proof. That kind of negotiation wouldn't progress too far. Even if the Taalo reemerges with the Captain's help, the doctrines would still be in effect, and they would end up either destroyed, under a slave shield or serving the Kzer-Za as battle thralls. (Personally I'd wager that the Kzer-Za would not give them the option to operate as battle thralls, they would rather keep them under a slave shield. That way they would both neutralize a potential threat, and keep their precious friends in safety.) The Captain wouldn't earn much with this, as his helping act didn't really shake the foundation of the Path of Now and Forever. It's my speculation that the Kzer-Za would probably promise lenience towards humanity when they once again defeat them, perhaps by allowing them to renew their slave status or letting them further inhabit Unzervalt.
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Re: Another Thread on Star Control Story
« Reply #5 on: December 20, 2013, 02:53:57 am »

Oh well. I tried. Not posting ever again.

Uninstalling star control.

Can I have your stuff?    Grin
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Neon Pegasus
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Re: Another Thread on Star Control Story
« Reply #6 on: December 20, 2013, 03:41:22 am »

No.
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Neon Pegasus
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Re: Another Thread on Star Control Story
« Reply #7 on: December 20, 2013, 03:46:05 am »

As a question, could Escape velocity nova-esque mechanics work for a new star control? I kind think it should pay tribute to its 2D way of playing, but still be advanced in someways.
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Death 999
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Re: Another Thread on Star Control Story
« Reply #8 on: January 17, 2014, 10:08:02 pm »

1) Not sure why you'd specify EV:Nova instead of just, you know, EV.
2) Which mechanics are you talking about?
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Neon Pegasus
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Re: Another Thread on Star Control Story
« Reply #9 on: February 27, 2014, 03:47:59 am »

You have a good point there death. The two D adventure game is rather a lost art in this day and age, and I fear that some sort of update will see the game languish in its current role as a minor cult classic.
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