That's good news. I remember Ur-Quan Masters open sourced now that you mention it; I even played it and had it installed on my computer at some point in the recent past, I just forgot. So yay there!
An aside: I'm seriously the biggest Star Control nerd around. My uncle played Star Control for Sega Genesis with me, showed me the tricks of ship vs ship combat, and strategy of taking and holding territory in its primitive campaign-ish mode. For instance, how to engage a Dreadnought using an Earthling Cruiser without taking a single hit, or how to dominate a Chenjesu Broodhome with nothing but a single Shofixti Scout, without using the Glory device. Some of my fondest memories of when I was younger is playing that game. That and Starflight. And Road Rash 3. Haha.
Some ships in Star Control will be easier to implement in Starfarer than others, so a potential mod would start with a subset of ships.
Normally I would put the following under Suggestions, or even Modding, but I think this thread is actually most appropriate. However feel free to move it if you like. Here is a list of features not currently in Starfarer, required for a faithful "Star Control: The Ur-Quan Masters" mod (a mod that I will totally, absolutely make).
- Tractor Beam (Chmmr Avatar)
- Cloaking Device (Ilwrath Avenger) [already suggested]
- Remote Detonation Bomb (Chenjesu Broodhome) - this may require further explanation; you would hold the fire button down to launch a dumb-fire projectile, and then release to detonate. Custom graphics for projectile explosions would also be ideal.
- Docked Fighters (Ur-Quan Dreadnought) - would allow you deploy a ship that has flight decks with an already-docked wing of fighters by somehow combining them on the deployment dialog. Then, there would have to be a list for each carrier of what fighter wings are docked, so that they can be launched on command. Preferably with a hotkey like "L" or maybe "T".
- Teleportation (Umgah Drone, Arilou Skiff) [already suggested] - the Drone would teleport a predefined distance backwards and brought to a full-stop, the Skiff would teleport in a random direction away within a certain (large) radius.
- Resurrection (Pkunk Fury) - possible with plugin - required event: OnShipDisabled
- Insults (Pkunk Fury) - this one may be tough - dissipates flux when key is pressed, plays random sound from a subset, ship has no flux dissipation by default.
- Transformation (Androsynth Guardian, Mmrnmhrm X-Form) - would allow ship to use a different *.variant and *.ship on the fly, with an optional forced duration or un-transform hotkey. The Guardian would transform to a very low mass, high speed comet with a melee weapon. The X-form would of course transform to its high-speed mode. This would be an exceptially complicated engine addition as it would require foreknowledge of possible transformations to be defined in the ship-variant data and pre-loading of all transformable ships
- Missiles that stick to target ship and slow it down (Vux Intruder)
- Negative Flux Impact Multiplier (Utwig Jugger) - would allow for shield impacts to dissipate flux instead of generate it.
- Mines (Ur-Quan Kohr-Ah Marauder)
- Hull-Strength Sapping Weapons (Druuge Mauler)
- Hull-Strength Auto-Repair (Druuge Mauler)
- Missiles that stick to target ship and drain health (Orz Nemesis)
- Area of effect weapon type (Syreen Penetrator)
- Weapon impact causes aggressor to gain health (Syreen Penetrator)
- Asteroid Impact causes ship to dissipate flux, and no impact force (Slylandro Probe)
- Self Destruct (Shofixti Scout)
- Afterburner (Thraddash Torch) - would also have to lay a mine for the fire trail effect, not sure how that would work, but possibly with plugin
The mod would add a couple of missions, to simulate the Melee types of the older games:
- Alliance of Free Stars (player) vs. Hegemonic Crux (AI)
- Hegemonic Crux (player) vs. Alliance of Free Stars (AI)
- Totality vs. Totality
- Single ship (Random, all) vs. Single ship (Random, all)
all of which are already supported via your Java Mission Plugin API, which is fantastic. Even the old planetary gravity system is supported by your game, and Asteroids! This could seriously be a massive win.
Almost all of these mod changes could be done through plugins, if there were an event system I could hook into. I am a coder and would totally write the necessary mod code if you expose the API. A couple would definitely need engine enhancements. Not sure how much time you would want to spend on this as it would distract quite a bit from the main Starfarer development.
But, there you go.
I'll most definitely start on this and see what I can create in the vein of "similar to Star Control, but not totally faithful, yet still totally cool and fun" vein using art and sound from the sourceforge project.