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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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| | |-+  Net Melee Balance Mod: ALL ABOARD
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Author Topic: Net Melee Balance Mod: ALL ABOARD  (Read 40658 times)
Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #105 on: August 28, 2009, 01:47:13 am »

I like the new Umgah a lot more. The new cone helps a lot, especially against the cruiser and flanking ships. The changed zip is nice too.

I'm glad somebody does. The game mod designed for competitive play sure hasn't seen very much of it. It's a little discouraging to see the community turn into a ghost town about the same time as my project finishes, but I knew this was coming.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #106 on: August 28, 2009, 06:31:24 pm »

Think of it this way:

On the GMC, there is a problem with the way games are noticed. The worst games recieve the most attention, in the form of constant flaming and criticism. The best games recieve a lot of attention too, in the form of constant praise and nerd discussion. However, the games that are good, but not super-awesome, get almost no attention at all. People don't criticize it, but not too many people praise it.

So the fact that your mod doesn't get a ton of attention means that it's good. Personally, I only didn't post about the new Umgah because I figured it would be a useless post. Point is, generally people will only post if they really have something to say. So don't think everyone is completely uninterested in your mod; they just don't have anything to say at this time. Smiley
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #107 on: August 28, 2009, 07:49:16 pm »

Point is, generally people will only post if they really have something to say.

...unless they're jaychant.
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jaychant
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #108 on: August 28, 2009, 08:12:11 pm »

Point is, generally people will only post if they really have something to say.

...unless they're jaychant.

You're so predictable. Roll Eyes

You know, it really bugs me sometimes that there's so few smileys to choose from, like there's no lol smiley. Cry
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Gekko
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #109 on: August 28, 2009, 08:47:59 pm »

The arena has been somewhat dead lately. It has been like a week without a single game played there. Maybe if we encourage people to show up on the NEXT SATURDAY 5TH OF SEPTEMBER TO A TOURNAMENT, something might happen.

A balance mod tournament would be fun, both with new players and top tiers.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #110 on: August 28, 2009, 09:40:55 pm »

The arena has been somewhat dead lately. It has been like a week without a single game played there. Maybe if we encourage people to show up on the NEXT SATURDAY 5TH OF SEPTEMBER TO A TOURNAMENT, something might happen.

A balance mod tournament would be fun, both with new players and top tiers.

I agree
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Lukipela
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #111 on: August 28, 2009, 09:47:06 pm »

While I'm not involved in the NetMelee scene, I'd be happy to make a news post on PNF and see if there are any old dormant SC players out there that might show up. I doubt it'll help much, but with the small crew  you currently have even one person might help I suppose. Give me a tournament date and some general info and I'll see what I can do.
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #112 on: August 29, 2009, 01:09:02 am »

The arena has been somewhat dead lately. It has been like a week without a single game played there. Maybe if we encourage people to show up on the NEXT SATURDAY 5TH OF SEPTEMBER TO A TOURNAMENT, something might happen.

A balance mod tournament would be fun, both with new players and top tiers.

I'll run a tournament if it happens, but am not organizing another one.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #113 on: August 31, 2009, 07:31:33 pm »

Hey Shiver - Haven't played UQM online for quite some time.  Nice to see this.  I played with it today at lunch and it looks really good. 
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #114 on: September 01, 2009, 03:47:53 am »

Hey Shiver - Haven't played UQM online for quite some time.  Nice to see this.  I played with it today at lunch and it looks really good. 

Whoa. Haven't seen you in years. You definitely need to stop by the arena soon. It'll be nice to play against someone good other than Gekko for once.
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #115 on: September 04, 2009, 04:22:51 pm »

I will.  I will do my best to be there for the tournament tomorrow.  I may not be the competition you're looking for, as I've only played your mod for about 40 minutes. 
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Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #116 on: September 17, 2009, 08:10:29 pm »

[!] Updates v1.17 through v1.19 [!] -- Bunched together into one post for the sake of simplicity.


Androsynth: Blazer energy loss occurs once every 9 frames rather than 10 frames. Note that vanilla energy loss was once per 8 frames.


Arilou: Ship cost lowered to 14 due to the threat of numerous cheap counters, these being Shofixti, Ilwrath and Earthling.


Chenjesu: Fragment speed increased from 80 to 92. DOGI cost decreased from 40 to 37. This ship needed an extra push.


Orz: Marine pursuit AI has been altered. Marines will now lead their target slightly. This was done because the ship was not performing well enough against Chenjesu and Ur-Quan.


Thraddash: Ship cost raised from 10 to 12 due to high general performance.


Umgah: Turn delay increased from 4 to 5. Battery size decreased from 20 to 18. Energy recovery delay increased from 150 to 168. Ship mass increased from 1 to 2. The new "big cone" Umgah was much more dangerous than antipated.


Yehat: Shield timer set to 16. Shield gap set to 8. Energy freeze set to 24. Shield energy cost set to 3. The mod Yehat from before was kind of bad in retrospect. Maybe this is enough to turn it around.
« Last Edit: September 17, 2009, 08:18:15 pm by Shiver » Logged
Shiver
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #117 on: October 06, 2009, 10:30:00 pm »

I've updated to v1.20. Periodic small updates will likely continue, but I will not be annotating every last change into this thread.
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Gekko
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #118 on: February 04, 2010, 01:35:30 pm »

As 1.22 seems to be the final version I have copied the files to my mirror as well. You never know when the wiki is down, so it's better to have the files in multiple locations.

Windows exe
Effects pack
Dll pack
Source
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Re: Net Melee Balance Mod: ALL ABOARD
« Reply #119 on: February 09, 2010, 08:16:44 am »

So, was there ever final resolution of the Ur-Quan? Sorry but I've been busy with real life and haven't been following. I came up with the following idea for the Ur-Quan the other day:

New Ur-Quan Weapon fire mode:

User can hold down a button to charge up the ur-quan fusion blast.
Total damage possible for shot is 21, by emptying full battery into shot. (1 damage per 2 energy invested)
Weapon must be discharged once battery is empty
I suggest weapon charges roughly as fast as Chmmr battery recharges but  opinions may vary.

----
I think varying strength of ur-quan fusion blast is canonical, fwiw.

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