StarControl Comparison

Rosy-tinted glasses is the perfect phrase for what I have for comparing StarControl 2: Urquan Masters to StarControl: Origins. What I thought was a perfect game isn't so perfect when replaying it. On the opposite end, what I thought was a terrible game isn't so terrible after finishing it. Let me just come out with the data:

Economy

StarControl 2: The Ur-Quan Masters

  • Resources: 1,2,3,4,5,6,8,25.
  • Ships: 100-300 RU per ship. Up to 4 Ships can be obtained at a time through various means. There is a cap of 12 ships. Ships can be scrapped after unloading all crew off the starbase. --- Problem: The only way of "switching" your fleet ships is by visiting Earth Starbase.
  • Costs: 500 RU Lander (up to 10), Modules range from 500 to 5000 RU on flagship, 3 RU for crew (though you can also gain 3 RU unloading ships), 1-3 fuel units to land (though they can carry 50/100), 20 RU per fuel unit.
  • Emergency Service: 50 RU per fuel unit, if no RU then modules will be automatically sold until value is reached. (At least they show you the amount a trip will cost beforehand).

StarControl: Origins

  • Resources: 1,5,10,20,25,50. (Note: This was raised from 1,2,5,10,20,25) --- Problem: As you can tell spending the time gathering the basic materials isn't worthwhile where a large stack of 30 Hydrogen would equal the same as 3 gold.
  • Ships: 2000-3000 RU per ship. Wrecked Ships can be found. Alliances will offer ships freely just by asking (on occasion). There is a unit cap of fleet ships you can carry with you depending on your modules. Any ships that go over the cap will automatically be stocked at any starbase to be "equipped" to your fleet for free. --- Problem: You cannot recrew your wrecked ships, fleet ships recrew at their selective factions
  • Costs: 500 RU Lander (up to 4), Modules range from 1000 RU to 15,000 RU on flagship, no cost for crew (though you must visit the appropriate faction), 10 fuel units to land (though they can carry 100+modules), 10 RU per fuel unit. --- Problem: Although some basic modules are very cheap, they can get ludicrously expensive maxing out values near end-game.
  • Emergency Service: Instant travel back to Earth Starbase at no cost.

Quests

StarControl 2: The UrQuan Masters

  • Obtained: Either by conversing with homeworlds or scout ships. Few ships in their region will direct you to their homeworld. Locations can be "bought" (2 CR per DATA, 500 CR per Rainbow World, costs 75 CR per tip). Very little or no side-quests are offered by chance.
  • Recorded: --- Problem: They aren't.

StarControl Origins

  • Obtained: Generally by conversing with homeworlds. Most scout ships will direct you to their homeworld. Side-quests are obtained by chance.
  • Recorded: Objectives are listed. Anything of value that is mentioned in conversation is listed in the Captain's log. Solar Systems mentioned are highlighted in blue and can be automatically plotted simply by clicking on it. Systems can also be found by using a search tool.

Planetary Exploration

StarControl 2: The UrQuan Masters

  • Obstacles: Atmospheric ratings adds random lightning strikes, Seismic ratings adds earthquake spots, Temperature adds fire "snakes", Lifeforms can attack your crew
  • Lander: Can land anywhere, holds 12 crew (non-upgradable), can lose members if encountering any obstacle, can "buy" upgrades for near-complete protection for 150 CR. --- Problem: Upgrades can only be obtained by trading biological data or the discovery of one of 10 Rainbow Worlds and they are only offered in among 13 Technological Advances that are sold in sequence)

StarControl: Origins

  • Obstacles: Weather pushes your lander away from the selected zone while dealing damage proportion to the distance. Heat &Toxic both gradually kill crew members from .3 to 2 per second each. Lifeforms can attack your crew. --- Problem: You must have lander protection to withstand two negatively timed statuses that would kill you the instant you land on the planet.
  • Lander: Must land at a designated spot, holds 5 crew (+modules), can lose members from toxic clouds/lightning clouds/volcanoes (all of which are visible/foreseeable), modules can be bought for multiple percentages --- Problem: The highest modules can cost upwards to 35,000 RU and some planets still exceed 100% protection.

Summary: The reason why UrQuan Masters seems better is because there is a better chance of "risk-reward" when exploring planets. Material isn't highly skewed, the cost of landing on a planet changes, and you can take chances by landing wherever you want. You can manipulate your crew in space, sell ships, and buy information. However, StarControl: Origins seems easier because all the information is provided for you, ships and fuel are practically given to you for free, and there is no time restraint in visiting every planet for material. You do not have to worry about returning back to the Sol System or wondering which systems you visiting (either by marking them on the Star Map or seeing new faded effect in Version 1.01).

 

 10-14-2018