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Author Topic: Starcon with UQM ships  (Read 10299 times)
ErekLich
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Starcon with UQM ships
« on: February 28, 2003, 07:38:00 pm »

Okay all,

I've thought a bit about how this should work if people ever create one.  Ideally we should just take the UQM battle code and put it inside another application, one that runs like Star Control did.

(As an aside to the devs, is it possible to tweak the battle code to allow ships with non-standard crew, fuel, etc values as provided by the precursor artifiacts?)

My basic thought is that the teams would still be 2 players with 7 available ships each, with up to 7 ships in play.  What would change is that in addition to the "classic" teams you could draft teams or select randomly.  The 11 ships not picked would be neutral.  Perhaps as an option, players could purchase neutral ships at higher prices?

The new ships would have a few on-map abilities (just like in Star Control)

Kohr-Ah: Destroys fortifications alone (just like the Kzer-Za)
Orz: When an Orz "destroys" a colony they take it over
Slylandro: "recruit" at mines instead of colonies.

I would also reccomend that the starmap NOT be 3d...

my basic thought was that to create the starmap in C you could have something like a "struct star" with varables for what type of star it is, what facilities, etc, and an array of pointers to other stars for the connections.  (sorry all you non-programmers, but anyone who knows C understands me!)

I know the developers are way to busy with the UQM port to do this right now, but does anyone have any comments on this?
« Last Edit: March 02, 2003, 07:55:43 pm by ErekLich » Logged

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Re: Starcon with QUM ships
« Reply #1 on: February 28, 2003, 09:21:44 pm »

It is a good idea. Is the code for SC1 still around?Huh
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Re: Starcon with QUM ships
« Reply #2 on: February 28, 2003, 09:40:04 pm »

Nope.  I asked the developers and they said not even Paul and Fred still have the code.  We'd have to start from scratch (except that we already have the melee code and all teh ship data thanks to UQM)
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Re: Starcon with QUM ships
« Reply #3 on: March 01, 2003, 01:55:16 am »

That would be supremely l33t if you made specific allowances for SC1 only ships.

Reconstructing the AI would be hard. Of course, nobody liked the spinning star map, so you don't have to try to remake that.

Of course, I'd rather the UQM guys stick to UQM. I have Starcon for the Genesis rom.
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Re: Starcon with QUM ships
« Reply #4 on: March 01, 2003, 02:01:03 am »

Erm, didn't I say you could use the "classic" teams?  And we'd only have to write the "stratecig" AI, the "tactical" AI already exists and works just fine in UQM!

I too would rather see UQM finished, but I'm just trying to lay possible groundwork for after UQM is "finalized"
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Re: Starcon with QUM ships
« Reply #5 on: March 01, 2003, 07:39:24 am »

I'm all for this...  Star Control 1 Strategy Element rocked.

I think the first thing to do would have someone who knows C and the UQM code to assess if this can easily or not easily added...

You know, a whole "level of effort".
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Re: Starcon with QUM ships
« Reply #6 on: March 01, 2003, 01:18:25 pm »

Ooh, yeah.

SC1 for the Genesis was my all time favorite 2 player game. Good balance, varied scenarios, fast paced action and hefty strategic requirement.

Man, a pumped up SC1 would be really great. Hell, a semiplayable SC1 would be great.......(My DOSbox just died).
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Re: Starcon with QUM ships
« Reply #7 on: March 01, 2003, 05:31:50 pm »

That sounds like a supreme idea. With all the ships availalble as an option, such a tactical game would be well.. sweet. If necessary a few more rules could be introduced to make it a bit more complicated, but I'm not even sure that that is necessary.
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Re: Starcon with QUM ships
« Reply #8 on: March 01, 2003, 10:28:44 pm »

Wouldn't the logical thing to do if you wanted to introduce the strategy element would be to use the SC2 starmap as the basis for strategic play? like just take (probably the bottom left hand quarter or so of it in which the battles in SC1 were all supposed to have been fought in, and then, assuming u stuck with the turn based thing, assign routes between stars as in SC1. Add the old things about constructing starbases, forts, etc, and whatever creative stuff can be thought of, write scenarios specifying what ships can be built and the objectives for whichever time period you're playing, and bobs your auntie. Figuratively speaking.
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Re: Starcon with QUM ships
« Reply #9 on: March 02, 2003, 12:19:11 am »

Quote
Of course, nobody liked the spinning star map, so you don't have to try to remake that.


Is anyone going to back me up at calling this guy nuts?

I loved the 3-d map, and was good as just seeing the connections between the planets. I've often thought that having the connections drawn between the planets might help the novices, but still I thought it was cool and inovative.

Am I the only one?
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Re: Starcon with QUM ships
« Reply #10 on: March 02, 2003, 12:27:57 am »

I kind of liked it, but it was awkward. You needed to wait a little while to see how far apart two points REALLY were, and then if you were lost in thought you had to find the system over again. Maybe if it would rotate around the system you had selected, so that at least it wouldn't wander off... but then it would be swinging back and forth, really weird.
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ErekLich
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Re: Starcon with QUM ships
« Reply #11 on: March 02, 2003, 08:23:10 am »

I do not like the spinning starmap.

It is too hard to figure out what stars connect.

That is bad.
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Re: Starcon with QUM ships
« Reply #12 on: March 02, 2003, 10:21:19 am »

I don't know about the pseudo3D aspect of the map, but controling the "chokepoints" was the essence of strategy. How do you have the same linear LOC in the SC2 starmap? You'd have to have funky interweaving starlanes that isolate entire starclusters..........

The 3D map may have annoyed some people (not me), but I would be worried that anything else would change the game drastically. And not explicitly for the better.
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Re: Starcon with QUM ships
« Reply #13 on: March 02, 2003, 01:17:56 pm »

Well, as to how that would change the game startegically, there is a simple solution. Don't put Starlanes between all stars (i.e no roaming around freely like in SC2. Make it so that there is a fair number of lanes inside a constellation, but when you want to travel between constellations there is only one or possibly two routes out of it, conenctiong that constellation to others. That way, you retain the choke points as well, and even though the method breaks with SC2, you could make up some xplanation about how smaller ships need to stay to tactical starlanes, or get lost in hyperspace storms or whatever.
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Re: Starcon with QUM ships
« Reply #14 on: March 02, 2003, 07:54:23 pm »

Ereklich would you mind just editing your first post to change the topic? this "QUM"->"UQM" is bugging me Tongue

I always loved Star Control 1.. I do think it'll work great if internet multiplayer had been added to it.

So..

Let's get to work!
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