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Author Topic: Abandoned planets  (Read 4148 times)
Archivarix
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Abandoned planets
« on: May 03, 2014, 04:21:22 am »

Here is one simple mod that would be very easy to add to the original UQM game without upsetting the balance or impose major development costs.

1. Among other "historical facts", Melnorme will reveal that the Alliance had a network of secret military labs developing a special ship weapon. During the war, the labs had to be abandoned as the planets were devastated by Ur-Quan bombardments. Melnorme will provide vague hints on location of three of them.

2. Locating the labs will require exploration of Ur-Quan bubble. Each planet will be guarded by 3 Kohr-Ar ships. Scanning the surface will locate an energy mark, which can be investigated for a recorded message.

3. Once all three recorded messages are obtained, the ship must visit Earth station. Two weeks later, Commander Hayes will have the exact location of the final lab. He will characterize the retrieval mission as "suicidal".

4. Upon arrival, the ship will be "greeted" by a mixed fleet of 3 Ur-Quan and 3 Kohr-Ar ships. They must be defeated - using main ship's escape pod FAILS THE QUEST.

5. The surface scan will reveal one energy object (ruins) and 30-40 bio markers. The latter will turn out to be surface war machines with moderate speed and major HP. The ruins will not react to the lander ("the entrance is blocked") until all war machines are destroyed. The battlefield is also "enhanced" with L4 seismic and L4 weather. Again, leaving the orbit results in irreversible quest failure.

6. When all war machines are destroyed and the ruin accessed, the message will contain the blueprints for a new weapon. The exact details of the weapon are subject to your imagination. Smiley
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danzibr
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Re: Abandoned planets
« Reply #1 on: May 08, 2014, 03:57:33 pm »

Huh.  Well.  That's interesting.  The more side quests, the merrier.

Any ideas on programming this?
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Kohr-Ah Death
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Re: Abandoned planets
« Reply #2 on: July 12, 2014, 10:15:09 pm »

Here is one simple mod that would be very easy to add to the original UQM game.

Trust me, it is not as simple as you might think.
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Re: Abandoned planets
« Reply #3 on: July 13, 2014, 06:56:37 am »

well dammit, it should be simple...as my cup runneth over with ideas...Smiley
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Necropolis20
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Re: Abandoned planets
« Reply #4 on: December 25, 2014, 12:55:40 am »

I would rather that the game just give you one more Cargo bay. that way you can at least start the game with 2 cargo bays instead of the one. Im not sure if all of you are aware of this but the game has a time limit and Project 6014 ends in June of 2169. So its currently impossible to Mine all of the planets in the game and sell all of the minerals. at least having twice the normal cargo capacity would alouw for extracting and selling 20% more of the minerals found in the game. i look at it this way if the game comes with about 900 worlds or something like that and they have resources why not make it so that more of these resources are possible to be sold? the game right now in its present state its theoretically impossible to mine all of the worlds. I got up to about 30,000 RU i had a fleet of 6 Chmmr and about 400 Credits left.  a hugh part of this came from killing Kohr-Ah ships but much of my RU's came from exchanging my Cr into fuel and then selling the fuel into RU. so even still id be able to cut back on that some and keep more Cr in my account for emergency and this is because Cr is Finite it can only come from Life forms ,Rainbow worlds , and also Information worlds like Gamma Janus II.

so i voting for the game to just add extra cargo bay or two to the Explorer Class Flagship rather than all these complicated additions of Plot details. Because if the game player has the ability to explore more of the Worlds before the time runs out that would really help with the game in my opinion.
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locustkiller
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Re: Abandoned planets
« Reply #5 on: December 25, 2014, 10:56:43 pm »

Necropolis- forgive me if i don't understand what you are suggesting, but you can buy as many cargo bays as you can fit on your ship.  Though even with a ship of all cargo bays and exquisite travel strategy i doubt one can mine all the minerals on the map before the game ends.  i've tried and it just wasnt even close.
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Re: Abandoned planets
« Reply #6 on: December 27, 2014, 04:14:08 pm »

I understood his request as:
I want a flagship with more slots for more mining!
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Death 999
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Re: Abandoned planets
« Reply #7 on: January 09, 2015, 12:46:58 am »

Well, at least that's straightforward to implement...
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Krulle
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Re: Abandoned planets
« Reply #8 on: January 09, 2015, 03:03:36 pm »

You could just as well allow the Melorme to sell the technology for much larger cargo modules. Like their hi-eff-fueling systems.... The module still look small enough.
(Or you could make the new tech for large cargo modules allow fivefold cargo, but take two slots... But I think making this might be harder to implement than just sell hi-eff-cargo modules with double size.)
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Death 999
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Re: Abandoned planets
« Reply #9 on: January 14, 2015, 05:56:34 pm »

Umm, yeaaah, that would, and I don't see the need for it at all.
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CelticMinstrel
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Re: Abandoned planets
« Reply #10 on: May 08, 2016, 05:44:36 pm »

I think Necropolis20 was confused, because he mentioned Project6014, as well as "Explorer Class Flagship" and "Gamma Janus II". Unless I'm mistaken, there is no Janus constellation in UQM; and the flagship has never been called "explorer class". Though, despite his confusion, it seems like he's basically correct.
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Death 999
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Re: Abandoned planets
« Reply #11 on: May 09, 2016, 04:20:26 pm »

Yes, the comment only makes sense in regard to P6014, and my first response makes sense only in that context - it would be MUCH harder to add a second cargo bay in UQM, but should be simple in P6014.
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Kohr-Ah Death
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Re: Abandoned planets
« Reply #12 on: May 10, 2016, 11:25:20 pm »

Yes, the comment only makes sense in regard to P6014, and my first response makes sense only in that context - it would be MUCH harder to add a second cargo bay in UQM, but should be simple in P6014.

How much harder?

Say I wanted to add a Hi-Ef Cargo Bay and/or Crew modules and just piggy back them onto the Hi-Ef fuel system dialogue for simplicity sake.

I am about to do an installation of VS2008 and this seems like a great idea to re-cut my teeth into modding again.
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CelticMinstrel
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Re: Abandoned planets
« Reply #13 on: May 13, 2016, 01:58:28 am »

I don't think high-efficiency crew modules make much sense. Actually, high-efficiency cargo bays also really don't make sense. I'm not saying it doesn't make sense to add crew modules or cargo bays with a higher capacity, but calling the "high-efficiency" seems really weird.

With the fuel tank you could argue that part of the reason it can hold more is because the fuel is compressed, but that kind of argument doesn't work so well with crew or cargo. I suppose it works better with cargo than crew, at least - some of your cargo might be liquids or gases.
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Kohr-Ah Death
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Re: Abandoned planets
« Reply #14 on: May 13, 2016, 04:58:49 pm »

No real science behind it, just double capacity like the Hi-Eff fuel pod.

I think it would make collecting and blowing shit up a ton of more fun.
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