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Topic: Your current melee set (Read 9293 times)
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Death 999
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We did. You did. Yes we can. No.
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Battleship Sampler: Chenjesu, Chmmr, Kohr-Ah, Ur-Quan, Utwig, Melnorme, Mycon
Opponent: computer using a variety of things -- basically the default teams above 200 points.
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Korvin
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RU
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try druuge fleet on both sides... this is the real melee!!!!
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Melnorme
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3 Melnorme, 3 Thraddash, 1 Skiff [Last Resort] = 100 points
.....I'm yet to lose a fight
[assuming the teams have at least roughly equal point ratings]
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« Last Edit: August 07, 2004, 01:58:13 am by Melnorme »
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Melnorme
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It took me forever to notice that Druuge Mauler is a perfect ship against Chmmr Avatar
Disagree entirely. The Torch is the best ship. Afterburner flames knock out zapsats like theres no tomorrow, whilst also ensuring that you never get caught by the tractor beam. Even if it pillboxes, the gun, albeit rather pea-shooter-esque, can outrange it easily, and it takes TWO zapsats to detroy a shot, so you can still take it out.
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FalconMWC
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Have you tried playing against a human? The Thraddash suddenly becomes a lot less valuable.....
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Melnorme
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Yes - I've played against humans, and I still find the Thraddash valuable since I can avoid getting hit, and even if my opponent avoids the afterburner, I can pick em apart with the gun which has surprisingly long range, and the bullets don't get destroyed by point-defense or the Umgah cone etc.
Plus, I only use the Thraddash for certain opponents against whom the Melnorme are weak, for example Avatars. Whilst I can take em out, you have to get lucky on your start position to be in range to screw em, or your screwed - so the Thraddash is the best bet.
.....and by the way - I ain't lost vs humans either. It's worth pointing out though that I've only had the game maybe 2 weeks, so neither me or my friends are really accustomed to the game as such. I used to play the original though so probably have the edge at the minute.
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taleden
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Yeah, I think the devs should take a detour from the 'straight port first' philosophy just to enable internet melee. Then at least we all have something to play with while they finish the port and the real fun begins.
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meep-eep
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Its a matter of the limit of C in relation to the internet and the way the game itself is structured. I think.
I just don't think its possible to enable internet play without redoing the whole game in C++ or some other code.
It's not a limit of C. You can do in C what you can do in C++, though it's usually easier to program in a structured way in C++.
The way the melee engine works is that every frame (24 times per second), the player has a chance to influence the game. But if every frame the state has to be transmitted, every packet should be sent within 1000/24 = 41.7ms. That's good enough for LAN play, but usually not for over the internet. You can change that number by only allowing input every n frames. If the packets get processed within 100 ms, that's probably still hardly noticable. But it shouldn't get any slower. And the latency should be consistent. Average good latency is not necessarilly good enough. And a lost packet is very costly, as that means the sender of that packet will have to be notified that the packet was lost, and send it again, which will be very noticable as small pauses, unless the latency was very low in the first place. Using this scheme, the game is synchronised every frame on both computers.
If you want it to work on higher latencies, you'll have to let go of the frame-wise synchronisation. Both sides need to predict what the other player will do (most of the time the player will keep doing what he was already doing, like pressing the up arrow), and if a prediction was wrong, the simulation will have to be rerun (non-visibly) based on the new values, and what the player sees has to be adjusted according to the newly calculated positions. This may cause the enemy ship to move a bit shockingly if the latency is high for a moment or if packets get lost, but there should be no pauses in the simulation unless no packets have been received for a long time.
Using the first method, a lot of existing code will have to be modified. Using the second method, networked play can be considered just as using a remote joystick as input, which will be a lot less work. But either way, there will also have to be code for setting up the connection in the first place, with new menus, new graphics for those menus, etc. We just don't want to do that right now, while there are more important things still to be done, some of which will make the netplay work easier. Some already have.
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“When Juffo-Wup is complete when at last there is no Void, no Non when the Creators return then we can finally rest.”
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Nubbster
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I love YaBB 1G - SP1!
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Right now I use 1 Kohr-Ah, Chmmr, Utwig, Spathi, Androsyn, Earthling, Thraddash (136 points) vs. the 300 point armada awesome computer. Most of the time I win, but sometimes I lose.
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spittlebug
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2 Melnorme, 5 Androsyn 
111points
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Death 999
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We did. You did. Yes we can. No.
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I go against 3 Orz, 4 Androsynth, and 3 Arilou, with an equivalent cost of mycon. Last time, I only lost 4 podships.
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Pages: 1 [2] 3
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