[ian-reeds-games] Re: starship battles basic

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 3 Feb 2013 18:03:31 -0500

Hi Shawn,
Thanks for doing all that. It really helps me out.

Ok, this might be long so bear with me.

I thinkt he first hunt map is complete. One group of klingons show up, the evil 
spase should die and the wormhole is available to do the escape  to wint he map.

The second map, I fixed that little problem with not getting the data, when you 
should have. I played thru most of it and also fixed the jury rig thing. It 
should only take one uncloak to fix that instead of two or more. 

I am pleased you won the kill map! I am not sure what that is all about witht 
he not doing damage so I will check it out. 

I rearranged the moment map a little. Same basic pieces, but with blad of glory 
in the bottom left, your in the upper right near the star. The aurora  is 
placed int he middle. I also made a transport supplies skill you had mentioned 
before, and used it on that map to test it out. Try it and see how you like it, 
if it should be a common skill for all ships. All ships have a max of three 
supplies however.

I am fiddling with destroyers, and thinking of cutting down the fighter  
compliment on juggernaughts to four or six with two destroyers. 
Destroyers are going to be a kind of medic. The will have a constant supply of 
supplies, lol. Their replicators are going to pump out supplies so they can 
transfer them to wounded ships. I am also considering other destroyer jobs, but 
the tenders are the ones I am leaning on. I haven't really made up my mind on 
them, but I think it might be better then dealing with two dozen fighters.

As for the fighters, they should only be released two at a time cause it takes 
warp and actions to do so. If more are coming out then that, then I screwed up 
somewehre. It doesn't cost anything to launch shuttles however, and that is 
what makes shuttles worth while compared to a fighter class shuttle.

I changed the gunfight hull/impulse to health/movement. 
I also did what we talked about, making a seperate room int he bottom of the 
left  room to add a little trek classic final battle with the bad guy kind of 
thing. Of course, when I did it, I piled my guys in and overwhelmed the poor 
klingon, lol. I reset the timer to 12 instead of ten cause it just wasn't 
enough time. I might have to increase it, but I think it might work better.
I am thinking of making doc sheldon a total player unit. Everytime he jumps 
forward like a madman and gets himself shot and killed, lol.

I added extended intros to flight, and moment maps. I think they went well, 
although the beginning of the momentvictory text I might have to change if it 
is super hard to beat. As of this writing, I couldn't beat it, cause the 
constitution  class shipsare a bit too under power in the phaser department and 
photons, although they are technically correct. A constitution class ship would 
get cut in half with the phasers of TNG ships. 
I had thought about quantum torpedos too...but maybe the juggernaughts will 
deal with that.

I simply haven't had time to mess with the borg. If I lower the shields a bit, 
would that help? That map is going to be one of those that even if you win, you 
lose due to the plot of the next few maps after it.

Lastly, I said 20 was my limit, and then I immediatly broke that promise, lol. 
There is nothing there yet int he map, it is just a placeholder but I have a 
plan for a holo deck simulation where it is  an "Arena". 

My plan is to allow a player to select any ships they want, in any combination, 
and use them to fight player chosen enemy ships of any type or amount. Well, I 
am thinking ten per ship anyway.

It will be a little awkward, because a player can't manipulate an evil units 
skill list, nor can an evil unit summon a good unit etc and so forth. So it 
will kind of force the player to choose ships, wait a round for the evil side 
to pump out the ships, and then start the fight ont he third round. 

There is really nothing I can do about the ships launching all in one spot. 
Even if I gave the enemy ship a range of two for launches, it would pile up all 
the shuttles/fighters up two spaces away instead of on top of it. If I changed 
the map to not allowing stacking and the like, then I would have to change 
everything just for one map and I am just not keen on that. So I guess that is 
something  either someone will have to write a script for or we will have to 
just deal with that particular problem.
In actuality, it makes sense to launch fighter craft on one's  own square if 
they are intended for a firghter screen against other fighters, although they 
do tend to bunch up anyway.
they aren't going to make it anyway. As you pass on by 

On the flight map, I think maybe your focusing on sticking around and having a 
face to face punching match with the klingons. They are there to slow you down 
or stop you, so when you do that, that is exactly what they wanted, lol. 
Instead, you want to focus on your primary objective, which is to get to the 
station. You couldn't do it before cause I forgot to put down the transporter 
range terrain. That should be fixed now.

What I did was simply to continue going straight thru. I didnt' maneuver or  
anything of that nature. I just decided to use torps on the fighters, and to 
toss my fighters out the back as cannon fodder, which would take some weapon 
fire off my back. I got thru the blockade and had to actually wait a bit for 
the klingons to catch up to me, lol. Since I was close to the station and make 
it easily within the time limit, that is when I spanked those klingons into the 
next generation! grin.

Not every map requires the entire death of the enemy. Some maps are going to 
have diffrent conditions.

Oh, and I did check out the forcefield, and that should be working now. Just 
get within 1 space and use the close forcefield skill on it.

It 's great to talk to you about these maps and trek! The arena map is actually 
directly  from your input about you making a borg and  planet killer fight. I 
got to work on that a bit, that is going to be a bear but I think it will be 
awesome once it is finished.

al   

 
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: shaun everiss 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Sunday, February 03, 2013 3:46 PM
  Subject: [ian-reeds-games] starship battles basic


  Hi allan.
  Well I was busy yesterday but I thought I better test the maps I was 
  going to test right now so you have something to doodle on and not be 
  waiting for me.
  The first titon map was a challenge, but I was able to finnish it.
  The second though is a problem.
  I found the ships to scan.
  decloaked.
  scaned them.
  went to my pd.
  and got told you don't have the data.
  Even though I was told I had the data.
  in to kill a titon I was able to vanquish the enemy however an 
  interesting note.
  sometimes the first shot from a ship would count but any se 
  subsiquent ones wouldn't from any weapon till the turn was done.
  the enemy was quite low in health and well.
  Sertainly more interesting though.
  the borg still need to be tweeked as I can't beat them in the 
  resistance or last maps with the ships I have.
  I think there should be a skill to deploy your fighters say 1 or 2 
  spaces away as due to  some limitation you can't seem to be able to 
  deploy everything at once.
  and on the juggernaughts I want every ship deployed at once not just 
  19 ships  on one tile, maybe have everything but put all the fighters 
  and such round the ship on ajasent tiles.
  especially on the borg maps.
  on the  earlier maps you at most have 4 ships and probably want to 
  deploy 2 at a time.
  Also when I started the last map the klingon juggernaught was evil so 
  I switched it to team1 but still hard couldn't beat the borg.
  Although I was able to beat moment in time, I lost my origonal ship 
  and had to use the enterprise to do that.
  On the flight to icarus I was able to complete it but everything but 
  my ship was destroyed, station as well.
  that star is really a pain in the rear, and the klingons took ages to kill.
  in the gun fight maps I was able to kill the warriors on my level 
  easily however although I walked over the chips and such I couldn't 
  get the forcefield to open so that was the end for me.
  Thats all for today.

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