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Author Topic: Concerning Thraddash and net melee  (Read 20205 times)
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Re: Concerning Thraddash and net melee
« Reply #30 on: October 31, 2007, 10:18:42 pm »

That wouldn't solve the problem at all.
Oh, OK, that settles it then.

No, wait, it doesn't.  Care to explain your position?

- if you implement "Flee in Super Melee" in the most naive way, the game will sometimes end before all the ships have been used up, or mess up and give a player a ship selection dialog when that player has no ships left to pick. Not sure how to work around this.
Umm, is fixing the code an option?  If it is, it seems like a good one.

- fleeing in the full game leaves the ship that has escaped with its damage, while extra coding effort would be required to avoid giving a free heal in Super Melee.
You + reading comprehension =
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Elvish Pillager
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Re: Concerning Thraddash and net melee
« Reply #31 on: October 31, 2007, 10:20:26 pm »

No, wait, it doesn't.  Care to explain your position?

...

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Re: Concerning Thraddash and net melee
« Reply #32 on: October 31, 2007, 10:46:07 pm »


You + reading comprehension =


Never do that again.

I realize EP did actually miss a big chunk of what you were proposing, but that's never a justification for an image macro response.
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Re: Concerning Thraddash and net melee
« Reply #33 on: October 31, 2007, 11:03:21 pm »

There, there...  Dry those eyes.  I'm terribly sorry.  Want a hug?  Maybe some ice cream?

If, at any point Elvish Pillager wants to explain where exactly my argument falls apart and/or begin making sense in general, you will have my undivided attention.
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Re: Concerning Thraddash and net melee
« Reply #34 on: October 31, 2007, 11:15:30 pm »

I see you've misinterpreted me once again. My most recent post was simply an extremely laconic way of saying the following:

"Now, the fact that I realize my previous post was a bit unhelpful currently doesn't seem like sufficient reason to grace such a sarcastic, obnoxious post with a response. I have no intention of making another post on the actual topic until such time as either you repent, or I decide that it's actually worth it to explain my position, which may or may not be ever, especially considering that this argument has been gone through before. Also, did I mention how incredibly stupid that picture is?"

Also, it's bad style to switch from referring to something in the third person to referring to it in the second person, especially within one sentence. If you're going to be sarcastic and obnoxious, at least use impeccable grammar.

I hope that was understandable; I realize my sentences might be a bit complicated in their construction for the general consumption... Roll Eyes
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Re: Concerning Thraddash and net melee
« Reply #35 on: October 31, 2007, 11:27:27 pm »

There, there...  Dry those eyes.  I'm terribly sorry.  Want a hug?  Maybe some ice cream?

I don't think you understood me, so I will restate myself in your native language.

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Re: Concerning Thraddash and net melee
« Reply #36 on: November 01, 2007, 01:25:00 am »

I would definitly agree with reducing the range on the Torch, after watching that video its quite clear that the range is just too much. I couldnt sit through the whole thing, but Im guessing it was the same hit and run tactic against the other ships.  While I do love the Torch, I would agree that using it is definetly very very boring, and frankly the whole point of melee is to have fun.
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Re: Concerning Thraddash and net melee
« Reply #37 on: November 05, 2007, 09:01:46 pm »

I agree that fighting with a Torch can be boring. Really boring. But how is that different from other nearly impossible match-ups? Think about putting two Mycon together. Or
what about a Pkunk ship that happens to regenerate a lot against a slow ship? You'd
end up with boring games and, in the case of th Pkunk, an unbeatable ship.
There have been a few times when I've had battles that dragged on and on and (yes) on.

In the end, your options are stick it out or forfeit. I think having a timer on the battles to
force an escape, re-select ships would be a good thing to implement. If both
players are down to one ship each, then call it a stalemate.
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Re: Concerning Thraddash and net melee
« Reply #38 on: November 05, 2007, 10:51:16 pm »

Quote from: Zeep-Eeep
Think about putting two Mycon together.

I've never seen anyone allow this match-up to occur, even as a joke. That said, I bet it wouldn't really go on forever. If both Mycons do a gravity whip, I can easily see one of them getting knocked off their course by an asteroid and then ending up dead very quickly afterwards.


Quote
Or what about a Pkunk ship that happens to regenerate a lot against a slow ship? You'd
end up with boring games and, in the case of the Pkunk, an unbeatable ship.

Uh, no. I've never seen a bad match-up that was caused by Pkunk, even with mega-spawning. In comparison to Arilou, Pkunk is not that bad. If Pkunk is up against Chmmr or something, it just dies almost instantly.


Quote from: Zeep-Eeep
In the end, your options are stick it out or forfeit. I think having a timer on the battles to
force an escape, re-select ships would be a good thing to implement. If both
players are down to one ship each, then call it a stalemate.

I advocated this before netplay even came out, but now I see that it's not a great idea. Why? Because no good player is going to allow a ship they countered to get away just because it's running around a whole lot. Allowing stalemates to occur would encourage people to fly their fast ship away from anything it can't beat (Arilou vs Chmmr?) and insist that the other player greenlight their absurd idea of gameplay.
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Re: Concerning Thraddash and net melee
« Reply #39 on: November 05, 2007, 11:11:24 pm »

I find the Fury more annoying than the Torch, because a game of patience is still better than a game of chance imho.

One fun idea for handling stalemates imho would be to let each player chose a bonus. Extended range, increased damage, increased thrust, increased turning speed, things like that. And the player who dealt the last damage gets to pick last, so there's still an incentive to deal damage, even when the time for chosing bonuses is near. Instead of chosing a bonus for yourself you could also chose to apply a penalty to the opponent.

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Re: Concerning Thraddash and net melee
« Reply #40 on: November 06, 2007, 08:05:37 am »

... Instead of chosing a bonus for yourself you could also chose to apply a penalty to the opponent.

Depending on what kind of penalties there are and how balanced they are, picking them for another person could be disastrous. I'd rather pick the penalty for myself than leave the choice up to my opponent.

Another way of picking penalties/bonusses then could be a "random" one, much like the battle arena in Final Fantasy 7. After each battle, you have to hit a button to select a penalty from a quasi-random pool. A similar system might work here, perhaps even a combo of both. In the background, a coin is flipped to decide whether someone receives a bonus or a penalty, and with the press of a button, the player stops a "wheel of fortune" (lame comparison I know) which decides which bonus/penalty the ship gets.

Another idea might be to have a sudden death mode where the planet turns into a black hole and starts sucking in the rest of space, decreasing the size of the arena (leaving the gravity for the ships intact for the sake of gameplay). Anyone who hits the black hole first (or has his/her crew reduced to 0) loses.

Oh, before someone drops the "Great, let me know when you have the code for it" on me, I'm just brainstorming here. I have no intention of creating it myself (unless I get struck by lightning and suddenly know how to C). If you need me for something else that someone non-programmy, non-graphical-designy can do, I'm game.
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Re: Concerning Thraddash and net melee
« Reply #41 on: November 06, 2007, 09:47:57 pm »

Or, you know, implement running away, like Nic said.

Haven't seen anything substantial against that idea.
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Re: Concerning Thraddash and net melee
« Reply #42 on: November 07, 2007, 01:46:47 am »

I like the running away idea. and i think the ship speed should determine how long it takes.
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Re: Concerning Thraddash and net melee
« Reply #43 on: November 07, 2007, 02:55:11 am »

Or, you know, implement running away, like Nic said.

Haven't seen anything substantial against that idea.

The inevitability of Arilou, Pkunk and Slylandro fleeing from pretty much anything they don't want to deal with should be enough reason not to allow that feature. Here's another argument against it: Re-usable VUX. Get the drop on something, run to the other side of the map while dumping limpets, retreat from combat and repeat.
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Re: Concerning Thraddash and net melee
« Reply #44 on: November 07, 2007, 04:11:13 am »

The game starts.
Player A gets some ship.
Player B gets a ship that sucks against player A's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
Player B retreats and gets a ship that's awesome against player A's.
Player A retreats and gets a ship that's awesome against player B's.
...
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