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Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 39785 times)
Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #30 on: May 13, 2009, 12:48:01 am »

Quote from: SweetSassyMolassy
Whatever happened to Spathi as an effective counter against Kohr-Ah? And if it was found to be a bad counter, improving it would be a good place to start.

Net melee happened to it. Spathi has already been given a good niche in the mod, but I will take this idea into consideration.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #31 on: May 14, 2009, 06:43:15 pm »

One possibility on making the BUTTS more effective without being broken would be introducing sway so they might get around blades. Might be ineffective, might not.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #32 on: May 24, 2009, 04:34:22 am »

Unless you're on a Mac, the 1.10 update is ready. Although I don't think anyone is even familiar with everything 1.0 does, here is the list of changes from 1.00 to 1.10:



Chenjesu: Price has been lowered to 24.

Kohr-Ah: Special exceptions involving Mycon and Kohr-Ah weapon collisions rolled back.

Pkunk: Respawn chance begins at 75% and drops by 10% per respawn. Price has been set to 20.

Mycon: Top speed lowered from 27 to 26. Plasmoid energy cost returned from 21 back to 20. Ship price increased to 16. Special exceptions involving Mycon and Kohr-Ah weapon collisions rolled back.

Syreen: Special energy cost increased from 6 to 9. Special cooldown increased from 20 to 28.

Thraddash: Very slight primary weapon range increase.

Ur-Quan: The desync bug has been fixed. The fighter idle behavior that occurs when at long distances from the enemy ship has been axed. Fighter energy drain removed. Fighter launch cost decreased from 5-per-Fighter to (4-per-Fighter + 2).

Utwig: The extra energy boost from Kohr-Ah buzzsaws has been axed. Maximum battery size increased from 20 to 26. Starting energy remains at 10. Price has been raised from 22 to 24.

VUX: Price raised from 12 to 14.

Yehat: Price raised to 18. Twin Pulse Cannon projectiles are now partially affected by the Terminator's velocity. Shield timer increased from 10 to 11 and battery freeze timer which occurs upon shielding also increased by 1 point to match.

Zoq-Fot-Pik: Tongue length increased substantially. Acceleration increased from 10 to 11. Top speed increased from 40 to 44. Price raised from 6 to 8.



Enjoy.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #33 on: May 24, 2009, 05:09:25 am »

Shiver, you act as if nobody likes your mod.

Personally, I think your mod is the best mod anyone has ever created. I never play vanilla UQM in favor of your mod, and it's not just because vanilla UQM keeps crashing on my computer ever since I created my stupid little UQM mods. Your mod makes the game a whole lot more fun. You (and whoever helped you) did an excellent job.

The only thing is, since I don't have an IRC client on my Windows computer, I am unable to connect for a Shiver mod matchup.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #34 on: May 24, 2009, 06:09:47 am »

I'm not sure if I like the Utwig getting upgraded and priced up, it just doesn't feel right from a story standpoint for the Utwig to be the same value as the Chenjesu...though I know that's not a big deal.

I just want to say that I love the Dreadnought overhaul. The Ur-quan has always been one of my favorite ships but I knew I was handicapping myself by taking it instead of the Chmmr or Kohr-ah, now it's a good pick. The same is also true with the Mycon and Yehat, though I'm not used to the Yehat's new shield yet.

That Pkunk respawn change seems pretty big, wasn't it 50% before? It'll take two deaths before its chances drop below the original...but I haven't played online in a long time.

Now about the three little guys...it would be nice for point rounding if they went 4-6-8. I would rather the ZFP be made useful without pricing it up and the Umgah dropped to 4, but if you can't do that with the ZFP that's okay. The Umgah needs something though - a drop to 4, a cone range increase, getting its energy back faster, maybe a mix of those - I don't know. It shouldn't be buffed enough that it needs a price hike though, unless that's really the only thing that works.
« Last Edit: May 24, 2009, 06:13:12 am by Mormont » Logged
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #35 on: May 24, 2009, 12:40:22 pm »

The only thing is, since I don't have an IRC client on my Windows computer, I am unable to connect for a Shiver mod matchup.

http://www.mibbit.com/chat/

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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #36 on: May 24, 2009, 02:00:26 pm »

I'm not sure if I like the Utwig getting upgraded and priced up, it just doesn't feel right from a story standpoint for the Utwig to be the same value as the Chenjesu...though I know that's not a big deal.

I just want to say that I love the Dreadnought overhaul. The Ur-quan has always been one of my favorite ships but I knew I was handicapping myself by taking it instead of the Chmmr or Kohr-ah, now it's a good pick. The same is also true with the Mycon and Yehat, though I'm not used to the Yehat's new shield yet.

That Pkunk respawn change seems pretty big, wasn't it 50% before? It'll take two deaths before its chances drop below the original...but I haven't played online in a long time.

Now about the three little guys...it would be nice for point rounding if they went 4-6-8. I would rather the ZFP be made useful without pricing it up and the Umgah dropped to 4, but if you can't do that with the ZFP that's okay. The Umgah needs something though - a drop to 4, a cone range increase, getting its energy back faster, maybe a mix of those - I don't know. It shouldn't be buffed enough that it needs a price hike though, unless that's really the only thing that works.

The Utwig are seen as a powerful, advanced species. It makes perfect sense that its ship costs as much as Chenjesu. If you think about it, Utwig's war technology is actually more advanced than Chenjesu's.

The Pkunk respawn is definitely huge. I like it. I tried a fleet of all Pkunk against AI controlled 300 Point Armada (which is really 290 points). Most of the Pkunk ships respawned at least once. It made the Pkunk respawn much more useful from the user's standpoint, but due to the chance decrease, it made it less irritating from the opponent standpoint. As a side note, it actually takes 3 respawns to drop the chance below (2 respawns drops it even). Wink

I don't think the Umgah should be dropped down to a price of 4. It takes a lot of skill to use, but the Umgah can be devastating in the right hands. Dropping it to a price of 4 would take away the balance. If you want Umgah to be useful, practice against AI zipping in close to them and firing (you will also want to practice with humans, but the AI should help you with aiming the retro-propulsion).


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« Last Edit: May 24, 2009, 02:03:17 pm by jaychant » Logged

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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #37 on: May 24, 2009, 03:14:42 pm »

Oh, I haven't posted here yet.

Great job you've done there, Shiver. Loving the new(est) Dreadnought, and the Torch is loads of fun. I seem to suck with the Skiff though. Undecided


Anyhoo, I calculated the chances of Fury respawning in both vanilla UQM and the mod:

Respawns   0123456789 or more
Vanilla   50%   25%   12.50%   6.25%   ~3.13%   ~1.56%   ~0.78%   ~0.39%   ~0.20%   ~0.20%
Mod   25%   26.25%   ~21.94%   ~14.75%   ~7.84%   ~3.17%   ~0.90%   ~0.15%   ~0.01%   0%

So it looks like you'd respawn about one more time on average.
« Last Edit: May 24, 2009, 03:16:15 pm by Resh Aleph » Logged

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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #38 on: May 24, 2009, 10:41:43 pm »

Oh, I haven't posted here yet.

Great job you've done there, Shiver. Loving the new(est) Dreadnought, and the Torch is loads of fun. I seem to suck with the Skiff though. Undecided


Anyhoo, I calculated the chances of Fury respawning in both vanilla UQM and the mod:

Respawns   123456789 or more
Vanilla   50%   25%   12.50%   6.25%   ~3.13%   ~1.56%   ~0.78%   ~0.39%   ~0.20%   ~0.20%
Mod   25%   26.25%   ~21.94%   ~14.75%   ~7.84%   ~3.17%   ~0.90%   ~0.15%   ~0.01%   0%

So it looks like you'd respawn about one more time on average.

Hang on a sec, Shiver says that the changes of a respawn are 75%. You have it as 25%?

I figure it to be like so:

Respawns   123456789>9/b]
Vanilla   50%   25%   12.50%   6.25%   3.13%   1.56%   0.78%   0.39%   0.20%   0.20%
Mod   75%   48.75%   26.81%   12.07%   4.22%   1.06%   0.16%   0.01%   0.00%   0.00%   

With vanilla you get on average 1 re-spawn. With the mod, its 1.68


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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #39 on: May 24, 2009, 10:43:02 pm »

Actually, in vanilla you get an average of 0.5 spawns...
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #40 on: May 25, 2009, 05:24:49 am »

Interesting questions, Mormont.



Quote from: Mormont
I'm not sure if I like the Utwig getting upgraded and priced up, it just doesn't feel right from a story standpoint for the Utwig to be the same value as the Chenjesu...though I know that's not a big deal.

Utwig gave the Kohr-Ah a bloody nose. That's pretty ace story-wise as far as I can tell. The Utwig upgrade is minor and only helps against two enemies it was already effective against due to their clumsy, overwhelming firepower. Those two ships are, of course, Chmmr and Kohr-Ah.



Quote from: Mormont
Now about the three little guys...it would be nice for point rounding if they went 4-6-8. I would rather the ZFP be made useful without pricing it up and the Umgah dropped to 4, but if you can't do that with the ZFP that's okay. The Umgah needs something though - a drop to 4, a cone range increase, getting its energy back faster, maybe a mix of those - I don't know. It shouldn't be buffed enough that it needs a price hike though, unless that's really the only thing that works.

4 point Umgah is off the table. Other options are worth considering, though any upgrades to fuel recovery or reverse zip longevity bring a very real risk of turning Umgah into an Androsynth-killer. Currently Androsynth can tire out and whittle down Umgah by harassing it with bubbles. If it can't do that, it has to comet and probably wind up dead by cone + retropropulsion combo. I do not feel inclined to explain the mechanics in more detail but that match-up can go wrong despite small adjustments.

ZFP is going to be under scrutiny. It was useful before. I gave it some buffs to make it better against Mycon. That slight speed increase might allow ZFP to beat down a well played VUX, which is not desirable. If that's not the case, I'll be happy with it exactly as it is.



Resh Aleph's Pkunk numbers are right.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #41 on: May 25, 2009, 05:29:27 am »

Actually, in vanilla you get an average of 0.5 spawns...

No you dont, you get an average of 1. Think about it
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #42 on: May 25, 2009, 05:43:21 am »

Resh Aleph's Pkunk numbers are right.

Okay, now I’m concerned. Is there something I’m not seeing here?

When you say the chances of re-spawning are drop by 10% each time, I figured you meant that 2nd re-spawn was 65%, 3rd 55% etc

So I’m guessing that’s wrong, and you mean that 2nd re-spawn is less 10% of 75%? Which would be a 67.5% chance?

If so how, does that translate into Resh Aleph’s numbers? Surely if the 1st chance of re-spawn is 75% why does Resh give 25%?

And what does that squiggly line mean?

Sorry to harp on about this but it concerns me that I don’t understand
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #43 on: May 25, 2009, 06:50:56 am »

The tilde (or as you call it the "squiggly line", or ~) means "approximately". Personally I am also curious as to how Resh Aleph's number's are correct. I also don't get how a 50% chance of respawn averages at 1 respawn for each ship.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #44 on: May 25, 2009, 07:22:12 am »

The tilde (or as you call it the "squiggly line", or ~) means "approximately". Personally I am also curious as to how Resh Aleph's number's are correct. I also don't get how a 50% chance of respawn averages at 1 respawn for each ship.

Because every time you respawn, you have another half chance again of respawning.

Just grab a coin and use that to decide whether a pkunk respawns or not. there will be about the same number of respawns, as actual pkunk battles.

If you were only allowed ONE respawn, you would be correct. But there is no limit tto the number of times you can respawn
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