History VideoGame / StarControl

12th Apr '17 9:51:31 AM Golondrina
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* TheCuckoolanderWasRight:
** While the Utwig obsession with the Ultron seems like a ridiculous religious obsession to most other races, once you actually repair it (and, in the backstory, before it was broken) everything they say it tells them turns out to be very important, from not giving the Precursor bomb to the Druuge to specifically attacking only the Kohr-Ah.
** Virtually everything the Pkunk say sounds like lunatic ramblings. Ignore them when they tell you where they got their information... but don't ignore the information itself.

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* TheCuckoolanderWasRight:
LesCollaborateurs:
** While The Yehat monarchy switched sides near the Utwig obsession end of the war, selling out their people and the alliance and reducing their race to Hierarchy slaves in order to retain power once the Ur-Quan won.
** The Mycons also willingly submitted to the Ur-Quan without a fight, for reasons known only to themselves. A conversation with a Mycon during the game suggests that they recognized they could not defeat the Ur-Quan at that time, so joined them
with the Ultron seems like ultimate goal of finding a ridiculous religious obsession weakness to most other races, once you actually repair it (and, in destroy them.[[note]]"Juffo-Wup acknowledges the backstory, before it was broken) everything they say it tells them turns out existence of un-Voidable Non. When we are faced with such, we join, absorb and wait for our opportunity to be very important, from not giving learn the Precursor bomb weakness that will allow us to Void the Druuge to specifically attacking only the Kohr-Ah.
** Virtually everything the Pkunk say sounds like lunatic ramblings. Ignore them when they tell you where they got their information... but don't ignore the information itself.
Non."[[/note]]



* TheCuckoolanderWasRight:
** While the Utwig obsession with the Ultron seems like a ridiculous religious obsession to most other races, once you actually repair it (and, in the backstory, before it was broken) everything they say it tells them turns out to be very important, from not giving the Precursor bomb to the Druuge to specifically attacking only the Kohr-Ah.
** Virtually everything the Pkunk say sounds like lunatic ramblings. Ignore them when they tell you where they got their information... but don't ignore the information itself.



* LesCollaborateurs:
** The Yehat monarchy switched sides near the end of the war, selling out their people and the alliance and reducing their race to Hierarchy slaves in order to retain power once the Ur-Quan won.
** The Mycons also willingly submitted to the Ur-Quan without a fight, for reasons known only to themselves. A conversation with a Mycon during the game suggests that they recognized they could not defeat the Ur-Quan at that time, so joined them with the ultimate goal of finding a weakness to destroy them.[[note]]"Juffo-Wup acknowledges the existence of un-Voidable Non. When we are faced with such, we join, absorb and wait for our opportunity to learn the weakness that will allow us to Void the Non."[[/note]]
28th Mar '17 8:01:11 PM PaulA
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%%* PreexistingEncounters

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%%* PreexistingEncounters* PreexistingEncounters: Most battles result when an enemy fleet (readily visible beforehand) makes contact with your flagship. This can happen in planetary systems (where you can see the approaching fleet and its type, but not its strength) and in hyperspace (where all you see is an approaching gravity well, with no indications of precisely what's causing it). In both cases, a fast-enough flagship can maneuver to avoid the encounter altogether. The game also has several set battles, which cannot be avoided in order to finish the game.
28th Mar '17 5:09:43 PM Gosicrystal
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* LostForever:
** Certain events can make you lose the ability to build certain ships, such as the Spathi Eluders and Thraddash Torch. You can keep the ones you have in stock, but can't build more.
** It's also possible to sell the Portal Spawner to the Druuge (although you would have to be utterly mad), and to offend some races so thoroughly that you forever lose the option to ally with them. Plot-essential races, though, will shrug off any number of insults.
* LoveFreak: The Pkunk.

to:

* LostForever:
** Certain events can make you lose the ability to build certain ships, such as the Spathi Eluders and Thraddash Torch. You can keep the ones you have in stock, but can't build more.
** It's also possible to sell the Portal Spawner to the Druuge (although you would have to be utterly mad), and to offend some races so thoroughly that you forever lose the option to ally with them. Plot-essential races, though, will shrug off any number of insults.
*
%%* LoveFreak: The Pkunk.



* PermanentlyMissableContent:
** Certain events can make you lose the ability to build certain ships, such as the Spathi Eluders and Thraddash Torch. You can keep the ones you have in stock, but can't build more.
** It's possible to sell the Portal Spawner to the Druuge (although you would have to be utterly mad), and to offend some races so thoroughly that you forever lose the option to ally with them. Plot-essential races, though, will shrug off any number of insults.



* PreexistingEncounters

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* %%* PreexistingEncounters
26th Mar '17 7:08:47 PM PaulA
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''Star Control'' is a series of [[ShootEmUp shoot-'em-up]]/ActionAdventure games by Toys For Bob (later known for Skylanders) and Creator/{{Accolade}} built around space battles modeled on but ''substantially'' expanded from ''VideoGame/{{Spacewar}}''.

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''Star Control'' is a series of [[ShootEmUp shoot-'em-up]]/ActionAdventure games by Toys For Bob (later known for Skylanders) ''{{VideoGame/Skylanders}}'') and Creator/{{Accolade}} built around space battles modeled on but ''substantially'' expanded from ''VideoGame/{{Spacewar}}''.
26th Mar '17 3:16:29 PM Candhfan621
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''Star Control'' is a series of [[ShootEmUp shoot-'em-up]]/ActionAdventure games by Creator/{{Accolade}} built around space battles modeled on but ''substantially'' expanded from ''VideoGame/{{Spacewar}}''.

to:

''Star Control'' is a series of [[ShootEmUp shoot-'em-up]]/ActionAdventure games by Toys For Bob (later known for Skylanders) and Creator/{{Accolade}} built around space battles modeled on but ''substantially'' expanded from ''VideoGame/{{Spacewar}}''.
23rd Mar '17 11:14:37 AM HiddenWindshield
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* ImmuneToMindControl: Anyone in proximity to [[spoiler:the Taalo shield]]. Note that the protection isn't complete, [[spoiler:the Neo-Dnyarri]] might not be able to [[PsychicAssistedSuicide order you to blindly attack the Ur-Quan]], but if you question them too deeply about things they don't want to talk about, you will [[ButThouMust find yourself talking about pretty flowers instead]].

to:

* ImmuneToMindControl: Anyone in proximity to [[spoiler:the Taalo shield]]. Note that the protection isn't complete, complete; [[spoiler:the Neo-Dnyarri]] might not be able to [[PsychicAssistedSuicide order you to blindly attack the Ur-Quan]], but if you question them too deeply about things they don't want to talk about, you will [[ButThouMust find yourself talking about pretty flowers instead]].
23rd Mar '17 11:04:39 AM HiddenWindshield
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Added DiffLines:

* ImmuneToMindControl: Anyone in proximity to [[spoiler:the Taalo shield]]. Note that the protection isn't complete, [[spoiler:the Neo-Dnyarri]] might not be able to [[PsychicAssistedSuicide order you to blindly attack the Ur-Quan]], but if you question them too deeply about things they don't want to talk about, you will [[ButThouMust find yourself talking about pretty flowers instead]].
23rd Mar '17 10:47:07 AM HiddenWindshield
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The original ''Star Control'' featured a "campaign" mode - a rudimentary TurnBasedStrategy game. It pitted the Alliance Of Free Stars (where [[PunyEarthlings humans were only minor members]]) against the evil Ur-Quan Hierarchy, with each side comprised of 7 different races. Each side starts on opposite ends of a small map; the objective was to advance your ships planet by planet, fight enemy ships whenever they are encountered, gather resources to purchase stronger ships, uncover artifacts to boost specific ships' combat prowess, and ultimately clear all enemy assets off the map. However the game also included its famous "Melee mode", which simply allowed players to pick any two ships (or two fleets of any composition) and just duke it out - skipping all the ResourceGathering and territory control stuff to give a fun, fast-paced casual experience. In fact, the game became famous primarily for its Melee mode, and many players were content with just playing this mode over and over.

''Star Control II: The Ur-Quan Masters'' took things many levels beyond the first game. For one, "Super Melee mode" was included: an upgraded version of the original's Melee mode, with a plethora of new ships, much larger fleets enabled, as well as the ability to save "favorite" fleet compositions to disk. Once again Super Melee mode was a major attraction to the game, but ''Star Control II'' is mostly famous for its story mode: an {{RPG}}/ActionAdventure game akin to ''VideoGame/{{Starflight}}'', set twenty years after the Alliance of Free Stars lost the war featured in the first game. The player character travels the galaxy searching for a way to overthrow the Ur-Quan, meeting (and, if conversations went badly, battling) most of the alien races mentioned in the first game, discovering several new ones and sooner or later learning that there are worse things than the enslaving Ur-Quan, and they're about to take an interest in mankind. Gameplay follows many {{RPG}} tropes, albeit at a different scale: for "character", read "ship"; for "party", read "fleet"; for "town" or "dungeon", read "planet". The game is highly regarded for its engaging story and for the inventiveness and humor of its story and setting.

to:

The original ''Star Control'' featured a "campaign" mode - a rudimentary TurnBasedStrategy game. It pitted the Alliance Of Free Stars (where [[PunyEarthlings humans were only minor members]]) against the evil Ur-Quan Hierarchy, with each side comprised of 7 different races. Each side starts on opposite ends of a small map; the objective was to advance your ships planet by planet, fight enemy ships whenever they are encountered, gather resources to purchase stronger ships, uncover artifacts to boost specific ships' combat prowess, and ultimately clear all enemy assets off the map. However the game also included its famous "Melee mode", which simply allowed players to pick any two ships (or two fleets of any composition) composition and just duke it out - skipping all the ResourceGathering and territory control stuff to give a fun, fast-paced casual experience. In fact, the game became famous primarily for its Melee mode, and many players were content with just playing this mode over and over.

''Star Control II: The Ur-Quan Masters'' took things many levels beyond the first game. For one, "Super Melee mode" was included: an upgraded version of the original's Melee mode, with a plethora of new ships, much larger fleets enabled, as well as fleets, and the ability to save "favorite" fleet compositions to disk. Once again Super Melee mode was a major attraction to the game, but ''Star Control II'' is mostly famous for its story mode: an {{RPG}}/ActionAdventure game akin to ''VideoGame/{{Starflight}}'', set twenty years after the Alliance of Free Stars lost the war featured in the first game. The player character travels the galaxy searching for a way to overthrow the Ur-Quan, meeting (and, if conversations went badly, battling) most of the alien races mentioned in the first game, discovering several new ones and sooner or later learning that there are worse things than the enslaving Ur-Quan, and they're about to take an interest in mankind. Gameplay follows many {{RPG}} tropes, albeit at a different scale: for "character", read "ship"; for "party", read "fleet"; for "town" or "dungeon", read "planet". The game is highly regarded for its engaging story and for the inventiveness and humor of its story and setting.
23rd Mar '17 5:29:42 AM Dada
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Added DiffLines:

* JustBetweenYouAndMe: Invoked very explicitly by the Kohr-Ah, after you speak '''''the words'''''. That is, you ask them why they keep attacking your ship, and it turns out answering that specific question is almost a holy directive to them. They acknowledge, hold off on your destruction, and start a careful explanation of the history of their people, [[spoiler:their enslavement by the Dnyarri, the subsequent revolt and liberation, and why they must purge the universe of all sentient life but their own.]] In the end, they still intend to kill you, but they hope at least you understand them a bit better.
5th Mar '17 2:37:36 PM Tharkun140
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Added DiffLines:

** Pkunk are pretty eager to forgive you after you insulted them and possibly destroyed several of their ships, as long as you promise to "try" not to blow them up anymore.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.StarControl