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Author Topic: Star Control: Behind Enemy Lines v1.1  (Read 11454 times)
Alvarin
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« Reply #60 on: April 07, 2010, 05:29:36 pm »

From the game I'd estimate my STR to be 3.5 or so. I am able to throw a grenade accurately for about 20~25 meters. In my personal case it would be about STR*6, which is really too high for the game purpose (Human and M-bot 24 squares, Spathi 30...) but about 10 squares should be reasonable, I think...
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Draxas
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« Reply #61 on: April 08, 2010, 03:22:48 am »

The key word there is "accurately." Remember that no attack rolls are necessary for grenades, so short ranges balance that out somewhat.
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Angelfish
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« Reply #62 on: April 08, 2010, 11:48:45 am »

And now we're drifting into OOC territory Cheesy
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Lukipela
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« Reply #63 on: April 08, 2010, 06:19:36 pm »

And now we're drifting into OOC territory Cheesy

Indeed. Stuff moved. Anyway, the Shofixti is a close combat warrior. Having him be able to strike at a large distance would be bothersome. But I agree that the throwing distance might need to be raised a bit.
« Last Edit: April 08, 2010, 06:22:04 pm by Lukipela » Logged

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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #64 on: April 12, 2010, 12:33:20 pm »

2 comments:
1) The arilou character is pretty useless for most of the game, and I imagine it's pretty boring to play too. Up till now it has done nothing more than sit in the back while the others do the work.
2) Why don't we use party XP? This also helps if somewhere during the next games you add real support characters to the game, for example characters that can debuff, buff or heal, but generally don't really do damage.
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Alvarin
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #65 on: April 12, 2010, 12:42:27 pm »

The arilow has huge arsenal, but due to very low stats can't use the powers he has.
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Draxas
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #66 on: April 12, 2010, 03:54:49 pm »

Arilou needs some severe disadvantages in order to balance out its huge arsenal of very powerful PSI abilities, which means he's slow, squishy, and weak in standard combat (much like the typical squishy wizard archtype he's based on). The particular circumstance we're in right now unfortunately exaggerates the effects of a low MOV score, with everyone trying to play catch-up down that long hallway. In a more typical room setup (and especially when there are "boss" type enemies around), he really shines.
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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #67 on: April 12, 2010, 04:10:25 pm »

Arilou needs some severe disadvantages in order to balance out its huge arsenal of very powerful PSI abilities, which means he's slow, squishy, and weak in standard combat (much like the typical squishy wizard archtype he's based on). The particular circumstance we're in right now unfortunately exaggerates the effects of a low MOV score, with everyone trying to play catch-up down that long hallway. In a more typical room setup (and especially when there are "boss" type enemies around), he really shines.

That's what I guessed, that he's your typical D&D wizard..
But right now, the arilou char doesn't really seem to fit the mission. I wonder why we brought him along Cheesy.
He needs some other spells and perhaps some redesign to make him worthwhile. Have him cast 'unprepared spells' such as buffs or debuffs in battle, perhaps even heal, to make him feel less useless Wink
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Lukipela
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #68 on: April 12, 2010, 07:43:19 pm »

Koosemoose played the Arilou much more aggressively than Dabir last mission, which means he's managed several kills of his own so far. But he may still be underpowered, or at least unbalanced. Not a big fan of the party XP system, but at the very least I think the general XP system may need to get an overhaul for next mission.

Thanks for your comments, it really helps me when players give frank input!
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #69 on: April 12, 2010, 10:33:41 pm »

I personally don't really see what's wrong with party XP, aslong as you add a good system to it (ie. only give XP to units in combat, divide XP by the number of units in combat, establish target levels and diminish XP for lower level kills.)
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Alvarin
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #70 on: April 13, 2010, 08:09:08 pm »

I personally don't see any need for XP in this type of game - I really don't think any character will level up in this scenario (as it should be- not nearly enough happening to warrant level-up) and the exp. points are kind of... what for?
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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #71 on: April 13, 2010, 08:13:23 pm »

I personally don't see any need for XP in this type of game - I really don't think any character will level up in this scenario (as it should be- not nearly enough happening to warrant level-up) and the exp. points are kind of... what for?

I think it's relevant for the next missions in which these characters will participate Wink.
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Lukipela
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #72 on: April 13, 2010, 08:30:33 pm »

I personally don't really see what's wrong with party XP, aslong as you add a good system to it (ie. only give XP to units in combat, divide XP by the number of units in combat, establish target levels and diminish XP for lower level kills.)

That's part of it I think. A good XP system that doesn't require me to add another 10 minutes a day to this by sitting and dividing/calculating XP rates isn't going to be easy to come up with the current system is simple, but as you say it is also flawed. There's some thinking to be done here, especially on support units and XP.

I personally don't see any need for XP in this type of game - I really don't think any character will level up in this scenario (as it should be- not nearly enough happening to warrant level-up) and the exp. points are kind of... what for?

Well, the original idea was to collect XP so that you'd gain abilities, but I think I overdid the XP required for next level. Some other things you can do/could have done will also net you XP though, so you might still see some upgrades! In the end of course, one of my aims is to release all the material at some stage to let others do as they please with it, perhaps playing campaigns where XP will be much more interesting.
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Angelfish
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #73 on: April 13, 2010, 09:01:58 pm »

Releasing it would be a great idea luki, so perhaps we can have more games going on at the same time Cheesy. Perhaps also one game effecting the other if multiple missions happen in the same SC-time.
I don't think it'll be 10 minutes extra each day, because we don't kill that much, and you can easily automate such a calculation in excel.
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Lukipela
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Re: Star Control: Behind Enemy Lines v1.1
« Reply #74 on: April 13, 2010, 09:35:33 pm »

Releasing it would be a great idea luki, so perhaps we can have more games going on at the same time Cheesy. Perhaps also one game effecting the other if multiple missions happen in the same SC-time.

That would be pretty cool Smiley But yeah, the ultimate goal is that when I have a GFX library, and excel file full of units, a rules document and some automated excel calculations I'll simply zip it up and make it downloadable while crediting Draxas and Dabir for their amazing work of course.

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I don't think it'll be 10 minutes extra each day, because we don't kill that much, and you can easily automate such a calculation in excel.

You're probably right, got any good links to different sorts of party XP systems that you think are good/useful?
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