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Author Topic: Looking post-1.0: "Shoring up" the story  (Read 41521 times)
Death 999
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Re: Looking post-1.0: "Shoring up" the s
« Reply #75 on: May 13, 2003, 09:05:48 pm »

Well, if we're talking about the song and marines, well, the song should work on marines, transforming them into hapless crew members (though this total should be taken out of the crew taken from the Nemesis).

As far as Mmrnmhrm are concerned, I think the idea is that they are complicated enough that they are capable of emotion to some extent, and so can be lured. Either that, or it was an oversight because the only place it mattered was in SC2 supermelee.
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Re: Looking post-1.0: "Shoring up" the s
« Reply #76 on: May 13, 2003, 09:09:28 pm »

Regarding the Orz marines, isn't it quite logical as it is? I mean, whilst the Slylandro don't have any crew members per se, they still lose grey points every time their hit. When an Orz marine enters a Slylandro probe, I always took it as if they simply landed on it and started ripping it apart, destroying vital systems. And when they die, it's because of automated defense systems,, or possibly something blowing up in their face.

With regards to the Syreen and mindcontrol, the Slylandro Probe is just an automated machine, with no sentience. It makes sense to me that it would be immune to the song. however, the Mrnhrrm are sentient beings, and although we know nothing of how thweir minds work, they clearly have minds that could be suspectible to compulsion.

EDIT: Darn Death_999, ya beat me to it.
« Last Edit: May 13, 2003, 09:10:12 pm by Lukipela » Logged

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Re: Looking post-1.0: "Shoring up" the s
« Reply #77 on: May 14, 2003, 07:22:40 pm »

As was also covered earlier, it's also possible that the Kohr-Ah ships have crew that are rendered sub-sentient by genetic tampering a la Talking Pets. The Syreen Song then of course can function on a subconscious level rather than an overtly conscious one.

The grayed out nature of the Slyandro probes does clearly indicate that it represents structural integrity and not actual crew. (As opposed to other ships that have green dots representing actual crew bodies.)

The crew/integrity is more of a (ironically) grey area with all the other ships since even a tiny tiny little dink will utterly obliterate a brand-new constructed ship with only one crew, which pushes for the case that the crew serves as damage control and when crew is depleted, nothing keeps the ship from succumbing to damage.

And yet it is utterly impossible to destroy a ship until absolutely all of its 'crew' is completely depleted, which pushes for the case of 'crew' representing integrity.

And yet ship crew cannot be Syreen-Song'ed more than the total amount of crew listed, which indicates that the green numbers DO represent total crew.

So as was discussed earlier, the designers likely made 'crew' a catchall for both 'crew bodies' as well as 'ship life'. Not without its faults, but hardly a big issue.
« Last Edit: May 14, 2003, 07:25:57 pm by Kohr-Ah_Primat » Logged

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Re: Looking post-1.0: "Shoring up" the s
« Reply #78 on: May 21, 2003, 04:18:10 am »

instead of the ur-quan kzer-za useing there own
crew to fly attack fighters they can keep there crew
and use robot zapp jac attack fighters
when you run out  they build more in the the ships hanger
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Re: Looking post-1.0: "Shoring up" the s
« Reply #79 on: May 21, 2003, 07:11:24 am »

Speaking about plot holes, after the separation of the green and black ur-quan, they started cruising around the galaxy in the opposite direction. Which means that they should meet for the doctrinal conflict to take place in approximately the opposite edge of the galaxy in respect to their original position. If that's so, why are the remnants of the sentient milieu located in our side of the galaxy???
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Re: Looking post-1.0: "Shoring up" the s
« Reply #80 on: May 21, 2003, 08:09:32 am »

the taalo who where part of the sentient milieu where
from valpecuale 2c there home world
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Re: Looking post-1.0: "Shoring up" the s
« Reply #81 on: May 21, 2003, 11:28:42 am »

Quote
Speaking about plot holes, after the separation of the green and black ur-quan, they started cruising around the galaxy in the opposite direction. Which means that they should meet for the doctrinal conflict to take place in approximately the opposite edge of the galaxy in respect to their original position. If that's so, why are the remnants of the sentient milieu located in our side of the galaxy???


A logical explination could be that the members of the sentient milieu were spread all over the galaxy, perhaps even in other galaxys. The Ur-Quan started out on the other side of the galaxy. The Taalo and the precursors started out on our side. Who knows about the others.
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Re: Looking post-1.0: "Shoring up" the s
« Reply #82 on: May 21, 2003, 11:40:20 am »

And just because they set off in opposite directions doesn't mean that they went the same speed.  It stands to reason that the Kohr-Ah moved much more swiftly than the Kzer-Za, if not simply because they didn't have to stick around for the "aftermath" of their victories.
« Last Edit: May 21, 2003, 11:40:44 am by Nic. » Logged
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Re: Looking post-1.0: "Shoring up" the s
« Reply #83 on: May 23, 2003, 09:22:29 pm »

Read the topic from the beginning. The idea is not to just turn this into an improved version of SC2. This is POST 1.0, meaning that when the developers have produced a stable, working, exact conversion of the 3DO version, what would we like to add? There will still be the 1.0 for those who wants no additional improvements. This are simply ideas for a version 1.01 if you will, that you don't have to download unless you want to.
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Re: Looking post-1.0: "Shoring up" the s
« Reply #84 on: May 24, 2003, 12:12:06 pm »

Well, this is my first post here, but I've been reading all of these suggestions and it set my mind to thinking. What I came up with was this: Instead of putting all this into UGM 1.0 or later, why not put it all in a new version called "Ur-Quan Master Enhanced" (or Advanced)?

I have an interesting idea of how to implement the enhanced features, like new dialogue, without having to go through the pains of doing new voice-overs. The idea would be that in the first major engagement of the game, the fight with the Ilwrath, would cause the translation system on the Precursor ship to get fried somewhat, causing it to not function properly at times. (After all, we must assume that the peoples of the Galaxy don't all speak English). This would lead to a new element: getting new, vital information translated, sometimes quickly. What I would do is have a translator on board who you could use to translate the important stuff (even if it is translated long after getting it) and having the less important stuff beamed back to the Starbase for translation there.

Ok, I know that sounds Enterprisish, but it's an idea.

Anyway, all of these ideas make the game more grand than the version we're used to. And since todays games can be larger than those of 1992, it can be done. I'm sure there was lots more that had to be left out in 1992 due to space constraints. Now they can be put in and the Creator's visions can be fulfilled.

Thoughts? Flames?
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Re: Looking post-1.0: "Shoring up" the s
« Reply #85 on: May 24, 2003, 03:41:09 pm »

It certainly is a viable idea, but what would it bring to the game? I mean, correct me if I've understood you wrong, but doesn't this mean that everytime you meet and converse with a race, you'd only understand part of what they were saying, and then you'd have to return to Starbase to get the rest fixed? In my mind, this only increases the amount of travel time.... You'd have to go back to base more often, so you'd have to mine more for fuel, so it'd take a lot longer to get anyhting done.
« Last Edit: May 24, 2003, 03:41:48 pm by Lukipela » Logged

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Re: Looking post-1.0: "Shoring up" the s
« Reply #86 on: May 24, 2003, 05:18:44 pm »

If you have radioactives before visiting the starbase, you offer them to the command without his tellilng you what sort of supplies he needs.
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Re: Looking post-1.0: "Shoring up" the s
« Reply #87 on: May 25, 2003, 01:46:17 am »

Ooh, that smells a little more like a bug than a plot hole.  As such, I have created Bugzilla Bug #366 to address this.  If it meets with the approval of the Powers That BeTM, it will be corrected in v0.3
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Re: Looking post-1.0: "Shoring up" the s
« Reply #88 on: May 25, 2003, 10:39:22 am »

Do you refer to Hayes taking your radio actives before telling you what he needs. No bug at all. Pc version did it. Just a way of zipping past the boring stuff at the beginning if you wanted.
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Re: Looking post-1.0: "Shoring up" the s
« Reply #89 on: May 26, 2003, 09:02:48 pm »

yeah, and it takes a strange player to go and mine up on mercury before heading to good old earth. I have a related question - what if you get the radioactives from that one moon of jupiter?
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