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Author
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Topic: Problems with the game? (Read 3966 times)
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Captain Smith
Guest
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What do you see as problems with the SC2/UQM games that could be changed?
Personally I think the Pkunk ships are a game balance issue. If they resurrected half the time I sure don't believe it by observation. Either it doesn't at all or does it all the time (4-7 times usually in my experience), and when it does it all the time, ships start to go down just out of endurance-sake. Syreen, Traddash, and Chmmr really are the only ships I have that can hang long-term with the Pkunk - all the others go down after 2-4 resurrections. Maybe this points out an irregularity in the PRNG sequence used for SC2/UQM and the Pkunk, possibly?
The thought I had maybe is to do something like half the chance of resurrection for each subsequent resurrection, then maybe you wouldn't run into Pkunk that think they're the Terminator so much?
Any thoughts on gameplay/lack of balance issues you have with the game?
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Chrispy
Enlightened
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Posts: 917
Vlik Dweller
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i never noticed that with the pkunk.
2 bones have to to pick are that u cant have a full fleet in melee, and the noise when u get sucked into a black orb is really long and really annoying
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guesst
Enlightened
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Posts: 692
Ancient Shofixti Warrior
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As far as UQM "problems" I really don't have any. But about the Pkunk regeneration, Fred as stated that it's 50-50 chance of regeneration which makes 4-7 renenerations not impossible. However, Fred also hints at the fact that it's not really 50-50. What it is I don't know, and would be interested to find out.
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Chrispy
Enlightened
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Posts: 917
Vlik Dweller
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iv noticed 2 things about the regeneration. if ur fighting the samatra u regenerate more and in sc3 its got something to do with how much fuel u have, but im not sure if thats true in uqm[glow
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Chrispy
Enlightened
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Vlik Dweller
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yep, that is annoying
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Precursors=Yeti
Zebranky food
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Posts: 38
I love YaBB 1G - SP1!
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Better animation would be nice *hint hint*.
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Nic.
Guest
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The code that controls the Pkunk "phoenix effect" is in a function called pkunk_preprocess(). It is a simple "50/50" test against a random number. No more, no less. If you want to believe that other factors control it, go right ahead, but the code says what it says.
What is truly interesting part about Pkunk respawning is that whether or not the ship will respawn is determined BEFORE the fight even starts! This really makes me laugh when I think of all the times I'd try to "influence" respawning by holding down keys as the ship exploded. Silly hunam, the decision was made long before then!
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