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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / Starbase Café / Re: Star Control: Behind Enemy Lines v1.1 on: May 06, 2010, 04:24:07 am
Sorry I disappeared for so long with no warning, haven't had internet for a while and didn't have any warning that I was going to lose it and just recently got occasional access back... hope you all found a replacement and that my disappearance didn't cause to many issues...
2  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 25, 2010, 10:31:16 pm
I think I'm going to keep the Rockhurler, just in case, But leaving the defense laser as my primary weapon.

And as it doesn't seem that I got tagged by the Spathi Scream so still have an AP left, I'm going to take a shot at the Spathi...
3  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 21, 2010, 10:57:50 pm
yeah passing remaining AP and MOV, sorry bout the friendly fie Alvarin... but the spathi worries me a bit...
4  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 21, 2010, 01:41:15 am
N, Fire N Twice (?) at Spathi
5  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 09, 2010, 11:14:59 pm
Personally I'm going blue... primarily as a precursor to going north, which I have a feeling may have heavy opposition of some form, and we'll need every advantage we can get, and I doubt there will be much to worry about in the southern area
6  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 09, 2010, 09:33:10 pm
IF we're going to open up either of the side doors on this corridor, I'm thinking we should open the southern door first, as theres not much room for there to be all that much in there, so our less than optimal positioning should be less problematic, and in turn it would allow a more optimal positioning for the northern door.
7  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 08, 2010, 09:23:06 pm
hmmm I can't seem to locate where Alvarin described how to set up at the door... though I would suggest me being the one to open the door, leaving everyone else full movement and AP...
8  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 07, 2010, 12:30:19 am
The doors closest to where we landed are prolly just small 'offices' like the one we landed in. We need to explore them all anyway, because the admiral could be there. Who knows, perhaps some of the offices hold information as to where the admiral is being held.
I assume that the admiral is under heavy guard anyway, so if we can grind some XP on the lower ensigns that could be here, it might help.

Oh yeah I Would assume the admiral is under heavy guard also, was just advising against trying to take over the bridge, and encountering heavy guard aside from that which is likely on the admiral, and then having to also go up against his heavy guard...

anyways... just in case I'll stand to Wajang's South after everyting else is taken care of... just in case... and assuming theres space between the table and the wall for skinny little arilou to squeeze in... if not I'll stand north.
9  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 06, 2010, 11:59:15 pm
Just pondering a few things...

First I'm thinking the door on the right side at the far end looks like our best bet to get to the spine of the ship, which in turn would be our best way to get to other sections of the ship.

Also I'm a bit weary of trying to make our way to the bridge, as I'd be willing to bet that the bridge will be very well guarded, likely have some  form of gun emplacements, and possibly have the capability of completely locking us out, making us revealing our presence in vain. Also, were we able to successfully take over the ship, we'd still have to get it back to Alliance space, while defending it from the enlarged crew complement, with it's own defenses quite possibly compromised both by our own efforts to gain entry and any physical or electronic backdoors the VUX may have in place for just such a situation.

Additionally, I'm thinking that the brig, where I'm assuming the admiral is being held, will be as widely seperated from critical ships systems and the bridge as possible, in case of a break out.... so I'm thinking possibly around the center of the ship, away from limpet and gun systems in the wings, engines in the back, and bridge in the front... though that's of course completely just a guess...

Also yeah one of the batons and Vux guns may be of use to me, less range but more damage I'm thinking, if I Really need more range I can just use a psi-slap..., so assuming whoever has one is willing to let me use them, I'll switch to the vux gun as active.

and as to the grenade, I'd be willing to bet it's some sort of "limpet grenade", slowing the enemy down, and am of the opinion we should attempt to use it as such (possibly slowing down any runners...)
10  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 04, 2010, 10:55:04 pm
Certain that his allies can take care of the poor , disturbed VUX, Koosaloo watches the human, marveling at it's perfection, and ponders how it and the rest of humanity will progress in times to come.

OOC:
Little I can do at this moment, so passing the turn, and doing slightly creepy Arilou things Cheesy
11  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 03, 2010, 10:09:54 pm
My odd movement number always throws me off on rather or not I'll consume AP or not....

E, Fire N if I still have an AP, else just stand there for next turn

Next Turn, If VUX is still in line of fire: Fire N, and MOV W, else I'll just wait to see what things look like.
12  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 02, 2010, 11:48:28 pm
I'm assuming the top picture is the accurate one as to my position, so I Will move back W into the doorway to clear Draxas for a shot.
13  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: March 02, 2010, 09:18:37 pm
Okay, so as soon as Koose signs off I roll the next turn, then there's possibly some knifing and then we can get going!
Yep Moving E, and Psi Blast VUX to my North, then assuming I still have A MOV left N, if not still execute just no second move...
14  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: February 28, 2010, 09:11:36 pm
I think Arilou should wait out this turn, if he can't shoot diagonally, or else he will either get stuck between M-bot,Shofixty and the target VUX (if attacks twice), or will use 1 attack to remaining VUX's 3 paries (no chance for damage) and move W with a free strike, it's a loose-loose, I think. Or better yet, Spook can move W-S, making sure VUX will not be able to reach and attack, leaving the VUX to either shoot at Waja or advance and mellee, in either case next turn Waja and Drmnmraxas can mellee and retreat in turns. The runner is out of our reach in any case for this turn.
I am staying where I am and continue to mellee the SE VUX, because don't have enough MOV for anything else.

I think you're misinterpreting my plan. I attack the VUX in melee and back off; I have plenty of health, and the best I can do is one hit (and will probably take one in return at least). That will put the VUX at either 2 or 3 HP left. Koose can move into my old position and use either Psychic Slap (2 damage) or Psychic Blast (3 damage). Either way, that VUX is dead with no chance to dodge, and Koose is out of harm's way (assuming the runner keeps running, anyway; I think that's a safe assumption).
I agee with the details of this plan, so ater Draxas attacks and backs off, I will go E and use either psychic Slap or Blast, whichever one matches remaining health, and If I rcall correctly I will have a MOV left (having used one, and use of one AP leaves me with two, I believe) and will move back W to clear line of fire for next turn.
15  The Ur-Quan Masters Re-Release / Starbase Café / Re: SC BEL: Mission 2 on: February 26, 2010, 07:25:11 am
Well, there is always Mayhem. I'd hate to use it up so early, though.

I can always shoot past the guy in front of me, maybe that's the way to go. The end result is going to be more melee, though.

Unless I misunderstand mayhem affects EVERYONE in range, so it'd end up backfiring badly.

Assuming I do understand it correctly, I will pass my turn as I can't get out of where I am... unless Draxas decides to melee the VUX to his north and manages to take him down, in which case I will go E N N, just so I can get out of the doorway and may have a chance to blast the VUX next turn...

If I'm wrong on Mayhem and it'll work only on enemies... then err not sure what to do... hate to use it this early, but it could be useful to assist us getting these guys taken care of quickly... what does the rest of the party think?
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