Ideas for playthrough?

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palmpet
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Ideas for playthrough?

Post by palmpet » Mon Jul 02, 2018 4:34 am

Well it's been a while. I recently found out how to get Ur-Quan Masters HD to work for me again and decided it's about time for another playthrough. However like many of you I've played it so many times I could write a guide. So I wanna ask y'all, any ideas for a new playthrough to make things interesting? I'm considering playing it with my nephew but the only drawback there is I have to have him over to play.
"What's the point in being grown-up if you can't be childish sometimes."

krulle
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Re: Ideas for playthrough?

Post by krulle » Mon Jul 02, 2018 12:16 pm

There have been a couple of ideas floating around.

Like never buying information from the Melnorme.
Or not visiting the Melnorme at all.

There's the achievement thread: http://www.star-control.com/community/v ... ?f=9&t=804

It has some ideas of how you could play the game.

If you're able to free a complete one afternoon, play "ironman" (without using save games)...

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palmpet
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Re: Ideas for playthrough?

Post by palmpet » Mon Jul 02, 2018 3:27 pm

I'm currently practicing playing with a controller in Super Melee. It's bit tricky to get used to.
"What's the point in being grown-up if you can't be childish sometimes."

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Tiberian
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Re: Ideas for playthrough?

Post by Tiberian » Tue Jul 03, 2018 5:31 pm

I suggest you play without ever visiting Pluto.
Author of Star Control novelizations Groombridge Log and Eternal Doctrine. www.tommisalminenbooks.com

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palmpet
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Re: Ideas for playthrough?

Post by palmpet » Wed Jul 04, 2018 2:43 am

Tiberian wrote:I suggest you play without ever visiting Pluto.
You monster...
"What's the point in being grown-up if you can't be childish sometimes."

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Quasispatial
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Re: Ideas for playthrough?

Post by Quasispatial » Thu Jul 05, 2018 5:23 pm

Could try playing without the Portal Spawner. A bit more hectic that way. Trying to defeat the Sa-Matra with cruel and unusual fleets is also a fun challenge if you're bored and have a moment to yourself. A run with no plot-unnecessary mining could also prove interesting (don't press that "I have minerals to offload" button). Having to subside solely from Melnorme trades and whatever scrap your fights can scrounge up leaves things a fair bit more economic without going as hardcore as a complete no-starbase run.

Plenty of other options too, of course, but these are at least some suggestions from the lot.
"Sentient life. We are the Ur-Quan. Independence is intolerable. Blah, blah, blah." - the Spathi High Council, Star Control II.

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Stickman_king_28
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Re: Ideas for playthrough?

Post by Stickman_king_28 » Tue Dec 04, 2018 7:02 pm

It could be possible to take out the sa-matra only with the flagship (squeeeeeze in those hellbores, dynamos, crew quarters, point defenses... *shudder*) eh someone probably did it before
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Death 999
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Re: Ideas for playthrough?

Post by Death 999 » Wed Dec 05, 2018 1:59 am

I understand there is a technique for doing it with a straight-shooting cannon and a crew pod. Use the bubbles to bounce up to speed so the fireballs can't catch you, and then just glide around.

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Re: Ideas for playthrough?

Post by krulle » Wed Dec 05, 2018 5:28 am

That's how I initially played it using Chmmr....
Coast away!

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