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| | |-+  Concerning Thraddash and net melee
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Author Topic: Concerning Thraddash and net melee  (Read 22047 times)
Death 999
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Re: Concerning Thraddash and net melee
« Reply #75 on: December 03, 2007, 05:09:52 pm »

Okay D9, seriously, why are you talking TheoryCraft to me?
Theorycraft? It's called game design. You need to think about what players are going to do.

Slylandro can escape Chmmr. Pass an edge to a spot where the Chmmr has to reverse their direction to get to you and you'll escape before they can fire on you.

Umm, no. You were using that sequence to establish that this rule is inadequate:

Quote from: Death_999
You can't run away if you've run away more times than your opponent.

If the ZFP ran, then that puts P1 at more runs, so P1's slylandro can't run, even if it is perfectly capable of staying away from the Chmmr.

Given this, does what I said make more sense?

Quote from: Shiver
You don't want to send Chmmr against Kohr-Ah or Ur-Quan and no I don't feel like explaining why.

No need to talk down to me. I have in fact played this game. I know why Chmmr is not the best choice for these ships.
Though I will admit that I thought the Utwig shots were better at screening away the limpets when on a swooping trajectory. Largely because I'm not set up well for net play, and the AI doesn't use limpet screens properly.

Quote from: Shiver
I don't understand the question.

Adding that as a rule would totally prevent one of the abuses you named. Is the system still broken for some other reason?
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Elvish Pillager
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Re: Concerning Thraddash and net melee
« Reply #76 on: December 03, 2007, 09:38:19 pm »

Quote from: Death 999
But then you've trapped their Slylandro up against your Chmmr. A fair trade on the face of it; and P2 would still have the running-away advantage.

Slylandro can escape Chmmr. Pass an edge to a spot where the Chmmr has to reverse their direction to get to you and you'll escape before they can fire on you.

Not with D999's proposed running-away rule. He's saying that after ZFP flees, you could sacrifice your Melnorme in order to kill the Slylandro in the next match with a Chmmr (since at that point, the Slylandro wouldn't be _allowed_ to run away.) The Chmmr could then flee and be available again. The downside to this course of action: It doesn't actually gain anything. If the Chmmr itself flees, the Chmmr player is down a point and probably takes enough damage during the escape to offset the opponent's disadvantage due to having a counterable ship on the field. If the Chmmr doesn't flee, the Chmmr player has the liability of a 30-point ship that will get countered.

I'm not sure we should be discussing gameplay with someone who hasn't played enough to know that VUX beats Utwig... Undecided
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My team of four Androsynth and three Chmmr is the most unfair team ever!
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Death 999
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Re: Concerning Thraddash and net melee
« Reply #77 on: December 03, 2007, 11:38:46 pm »

There are several problems with this discussion, yes. The one that distresses me the most is that I generally have either a good net connection or the opportunity to play, not both at the same time, so that yes I don't know certain things about actual person on person play. Against the AI in the Utwig vs VUX match, the winner is me, regardless, and the limpets seemed easy to sweep away, so...  Roll Eyes

My point about probably not wanting to lead with a Melnorme stands, though, and improves P2's position just as before. This saves it from the situation where the Chmmr player hasn't gained anything.

As for the situation if the Chmmr flees, don't forget it can use the victory ditty time to start running, which will really cut into the damage it receives from whatever comes in to counter, likely eliminating the damage altogether.

EDITED TO ADD: plus, isn't there some cheaper counter to slylandro than Chmmr? If not, its point value is in serious need of increasing. I'm not going to try to guess how Slylandro does in net-play, since it's so clearly a skill ship.
« Last Edit: December 04, 2007, 07:08:11 pm by Death 999 » Logged
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