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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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Author Topic: StarControl: Behind Enemy lines  (Read 30188 times)
Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #15 on: January 06, 2009, 01:29:07 pm »

Ok, game on. Left out part of the Shofixti description, mainly gear, since you can only carry what I allotted. The lander was small and cramped, which means you had to leave your sword behind. Part of the Shofixti description also needs editing, I'll fix that once you update your char description. The size seems fine to me, at least for this game.

Dabir hasn't done a character thing, so he gets the stock text. You can converse freely with each other in or out of character in the game thread, or via PM's it's up to you.

EDIT: As you can see, the map isn't very pretty (except for Dabirs lovely sprites of course, but you'll have to make do. I can't seem to upload a bigger version which would show off the sprites better, using tinypic. Anyone want to suggest a better host?

« Last Edit: January 06, 2009, 01:46:32 pm by Lukipela » Logged

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Re: StarControl: Behind Enemy lines
« Reply #16 on: January 06, 2009, 02:48:58 pm »

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Example: If your movement range is 4, moving 1 square will leave you with two action points, moving 2 or three squares will leave you with one and moving 4 squares will leave you with none. However, if you start your turn by opening a door, this uses one action point and you can now only move 2 squares.

I'm going to assume that this example is slightly wrong, as three is more than half of 4.
And by the way, if there is more than one friendly unit in the line of fire, and I score a friendly fire, which one of them gets hit? One of them at random, or all of them?
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #17 on: January 06, 2009, 02:56:44 pm »

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Example: If your movement range is 4, moving 1 square will leave you with two action points, moving 2 or three squares will leave you with one and moving 4 squares will leave you with none. However, if you start your turn by opening a door, this uses one action point and you can now only move 2 squares.

I'm going to assume that this example is slightly wrong, as three is more than half of 4.

Not unless I'm miscalculating something. If you move less than half of your movement range you have not consumed any action points. Thus you have 2 action points. If you move half or more than half (but not all) of your movement range, you've consumed 1 action point, leaving you with one. If you move your full range you have no action points.

Example to make it clearer: Shofixti has a range of 6. So he can move up to two step without consuming an action point, and up to five consuming only one point. Moving six consumes both points.

Quote
And by the way, if there is more than one friendly unit in the line of fire, and I score a friendly fire, which one of them gets hit? One of them at random, or all of them?

If you fire through several of your own units, the damage will be allocated at random, at least with your current weapon.
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Re: StarControl: Behind Enemy lines
« Reply #18 on: January 06, 2009, 05:30:06 pm »

I get the impression that Arilou don't really have much of a backstory that we could understand. Just call mine Wawaweewa.
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Re: StarControl: Behind Enemy lines
« Reply #19 on: January 06, 2009, 05:44:59 pm »

Duly noted and name changed. Ideally you guys should probably discuss your moves before going into action, but if that proves too cumbersome you're free to just move out as well. If you can't come up with turns in a day or two I'll change the rules to first come first served, i.e I'll execute one turn at a time in the order that you post them.
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Re: StarControl: Behind Enemy lines
« Reply #20 on: January 07, 2009, 04:13:27 am »

Few ideas and a question:

Turn mechanics: wouldn't be better (easier?) if you would add initiative or sequence or speed or reflex or ... (call it whatever you like) to the game system that would determine how fast can a character of that race react and then after we all post our actions you resolve the turn according to that stat? For the sake of randomness you can use that number ("speed stat") + roll d6. Something like if Areilou has speed 2, Shofixti speed 4, Earthling and Syreen both have speed of 3 and Ilwrath has 5, after we're all done posting you roll the dice(s) and do the math (example) - 5 for Areilou (total 7), 1 for Shofixti (total 5), 3 for Earthling (total 7), 6 for Syreen (total 9) and Ilwrath 4 (total 9). So the order in which our actions would resolve would be:

Ilwrath, Syreen 9
Areilou 7
Earthling 6
Shofixti 5


You would decide who goes first in a tie and could spice that all up in flavor text  - "...and even the holy warrior of Kazon was surprised when "Big Mama" Wubula leaped across the room faster than a Shofixti on fire to reach the positronic detonator laying on the desk. "Who could have thought that she still possessed such remarkable reflexes?" were the last thoughts of the Ilwrath as the blue-greenish tide smirked over at him and turned of the lights in his mind with a quick barrage of particle destruction..." ; so if something in gameworld would change making someones action posted prior to the event impossible,  he would have to rethink his action, change them to a certain extent (edit / -S-) and  adapt to the current events.

I think it would quicken up the fuss and  let the combat unfold in a more interesting/unpredictable manner (personal opinion).

Crew Roster: if you want to go with this really kewl project on after the first mission, you could consider making a "Roster Thread". Here you can place the survivors of the previous missions (their characters), their exp, number of kills etc (we're keeping our exp through the missions, right?) alongside with the "green" spies (characters of the people who haven't played already); something like a spook hall of fame/x-com recruitment center Cheesy From this pool you can choose people when forming teams for the upcoming missions, adjusting your choice as plot/story demands. Auction system seems somewhat unfair (maybe someone wants to play but isn't online at the time the mission starts and gets ninjad! by other player wannabes)  Tongue

Question: I'm not getting something - we all have 2 APs to use per turn right? And each attack costs 1 AP, right? So how can I use my paws of fury (4 attacks) at all, let alone in one turn?  Huh at first I thought it was a special ability, but it isn't listed as such  Tongue so...hm?

---

These are just some ideas I got after the first "session", so please don't think I'm trying to change your game (it's really awesome  Grin ) /story/style, I really really enjoy all of this and want to see more of it comin' and just wanted to contribute in any way possible!
« Last Edit: January 07, 2009, 04:20:50 am by Son_of_Antares » Logged
meep-eep
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Re: StarControl: Behind Enemy lines
« Reply #21 on: January 07, 2009, 06:51:56 am »

I don't think the initiative concept would work, as people's moves can interfere with eachother. Turns would take too long. This first turn went rather quickly, just because everyone happened to be online roughly at the same time, but if someone is only able to respond at a specific time different from when others (specifically the DM) are online, it could turn out the be a very long campaign. I think processing the moves in the order in which they are posted would be best.

As for the question about attacking, the "attacks" number listed with your weapon determines the number of attack dice rolls, which has nothing to do with "action points" (AP). You only normally have 2 AP per turn, which you can use to attack twice (in total), each with multiple dice rolls.
I had to read it a second time myself too. It's not the best chosen terminology.
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Re: StarControl: Behind Enemy lines
« Reply #22 on: January 07, 2009, 04:44:24 pm »

Regarding the turn mechanics I agree with meep. Even the simultaneous turn which is easier than that (because it let's you factor in each other and you have a certain priority just turned into a confusing mess. First post gets to move first, and I'll only interrupt a move if something unexpected happens (an enemy appears). If that happens, it's first post moves first again.

meep explained the mechanics correctly, I suppose I used somewhat confusing words. It's all very clear in my head because I designed it, but of course it won't be as obvious to anyone else. I'll rewrite the guides a bit to make it clearer, and post the changed sections here to show you what has been changed.

Regarding the roster, once we're done with the thread your characters will be immortalized in the first post. If I run loads of missions I might think about a roster thread, but for just a couple I don't see a need. People will get to keep their characters, and no one else will use them without permission.

Quote
These are just some ideas I got after the first "session", so please don't think I'm trying to change your game (it's really awesome  Grin ) /story/style, I really really enjoy all of this and want to see more of it comin' and just wanted to contribute in any way possible!

Any and all suggestions are welcome. This is my first time running this as well, and as we saw the engine didn't survive first contact. Hopefully, by the time we get to the hard parts everything will have smoothed itself out a  bit more.
« Last Edit: January 07, 2009, 04:46:23 pm by Lukipela » Logged

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Re: StarControl: Behind Enemy lines
« Reply #23 on: January 07, 2009, 05:08:52 pm »

Revamped the combat section, any clearer?


Combat

Each attack you perform (ranged or close combat) will consume one action point. Defensive action is automatic and does not consume points. One attack is divided into several different strikes, and every strike can potentially cause 1 HP of damage. The amount of strikes your attack produces depends on your weapon and its modifiers. Defensive action is divided into parries. Each parry has the potential to negate one strike. The amount of parries you have depend on your level, armour and other modifiers.

The successfulness of a strike or parry will be determined by rolling a six sided dice, as is described below. You may only attack in straight lines, not diagonally.

Strike:    Each strike is determined by a thrown die. The die has two hits (1-2), two misses (3-4), one friendly fire (5) and one bullseye (6). Friendly fire counts as a miss if no friendly unit is in the line of fire. Bullseye is a non-defensible hit. Only players have bullseyes, as the enemy is not equally well trained.

Parry:    Each parry  is determined by a thrown die. The die has two successes (1-2), three fail (3-5) and one stun (6). Stun does not cost HP but means that the player loses one action point during the next turn. Stuns are not cumulative; a second stun will count as a hit.

Each successful hit (strike + failed parry) costs 1 HP

Example: Your movement range is 4, and you begin your turn in front of a door. Using one action point you open the door. This leaves you with one action point and thus your movement range has been halved. Opening the door reveals an enemy inside. If you choose, you can move one step and still have one action point remaining. Or you can use the action point directly. This action point can be used for an attack. Since your weapon entitles you to three strikes,You roll three strike dice and score two hits and a miss. Your opponent is entitled to only one parry die, and scores success. This means that he blocks one of your attacks, but the other one penetrates and gives him -1 HP you have now used up your action points for this turn.

Ranged combat specialities

In ranged combat every weapon has its own range. Some weapons reach as far as you can see, whilst others only effect the immediate surroundings. Ranged weapons consume ammunition, but how depends on weapon type. A ranged automatic weapon will typically consume one bullet per strike dice, while some close combat area weapons will consume one bullet per attack (all strikes). This is specified for every weapon. If an enemy is in contact with you, your ranged strike dice will be affected in a weapon specific way.

You can carry two ranged weapons but only use one at a time. Switching between ranged weapons consumes one action point.

Melee combat specialities

Switching from ranged to melee weapon and back does not consume action points. Moving out of melee range will give your enemy one free strike against which you can’t parry against.

Mobbing

Both you and the enemy can mob opponents. this is done by having several players attacking a single target during one turn. As each player only has a set number of parry dice, increasing the amount of strike dice means you'll have more chances to hit him. In melee combat this can only be done by surrounding the target, but for ranged combat you can opt to fire at a target that is behind one of your team mates. You then run the risk of causing "friendly fire", which will inflict -1HP on your ally.


EDIT: I also corrected the turn system away from the non-working one to the one we are using right now.



Playing the game

The game is turn based. Each player will post their movements and actions for a given turn, and I will execute them on a first post first served basis. If something unexpected happens, such as an enemy encounter or discovery of a new area, the turn will be paused and players will be allowed to use whatever action points they have left to adapt to the situation. Pausing the turn means that you will once again be in a first post first served situation. the player whose turn has been interrupted is not entitled to continue first. All enemy turns will be executed after the players have moved, and end turn results will be posted after this.
« Last Edit: January 07, 2009, 05:12:21 pm by Lukipela » Logged

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Re: StarControl: Behind Enemy lines
« Reply #24 on: January 07, 2009, 06:51:30 pm »

Now it's much better (though I'm not sure why you renamed "dodges" to "parries"), but here's a small rule question: say there's an enemy unit (named A) two squares west and another one (B) three squares west of you; can you choose which of them to fire or do you have to fire at A, and if you can choose then (if you choose B) does friendly fire count as hitting A?
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #25 on: January 07, 2009, 07:17:22 pm »

I thought parry and strike sounded better together than parry and dodge. It's my artistic vision Smiley

As to your question, you can't fire through enemy aliens, so you'll be hitting the first one. At least with the weapon you have now.

EDIT: Also note the modification to AP's I made. As long as no enemies are present, only opening doors and moving consumes AP's. Not looting, using Medikits or any such thing.
« Last Edit: January 07, 2009, 07:19:01 pm by Lukipela » Logged

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Re: StarControl: Behind Enemy lines
« Reply #26 on: January 07, 2009, 08:21:30 pm »

Tnx Lukipela and meep-eep, those few posts cleared things up for me.

successfulness

that's a long word  Smiley

Btw -  in which moment of the SC timeline the mission we are currently playin' is placed? SC 1, UQM or something else (year/date?)? Just being curious about the game lore.
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Re: StarControl: Behind Enemy lines
« Reply #27 on: January 07, 2009, 08:31:50 pm »

It's SC1, see the first post.
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #28 on: January 07, 2009, 08:35:26 pm »

More specifically, we're in the timeframe 2126 - 2134, after all the races have joined but before it is apparent that the Alliance is losing. The exact date is unspecified right now because this is a secret mission Wink But it might be around February 2130.
« Last Edit: January 07, 2009, 08:40:05 pm by Lukipela » Logged

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Re: StarControl: Behind Enemy lines
« Reply #29 on: January 07, 2009, 08:42:30 pm »

Yup, the Alliance is mentioned, not the New Alliance, my bad.
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