Sorry, you're right. I missed the "-3 Player", and I was looking at the standard Alien Hordes! You're also correct about the alien blood; it doesn't affect weak walls.<br /><br />Let me know if you want me to change any settings to see if it improves the mission.
The walls are set to "weak" according to the description, but none of them ever appeared to be destroyed. Come to think of it, though, the only explosions were caused by Aliens snuffing it, so are walls of any strength immune to explosions of this kind?
Hi Chris, thanks for pointing out any errors. However, I've had a look, and this doesn't seem to be the case? To clarify, there are 3 levels of wall strength - indestructible, strong (where a grenade etc.. will only destroy one layer of wall) and weak, where a grenade will destroy all walls within its vicinity. The walls in Alien Hordes are set to "strong". <br /><br />Was there a case of a grenade exploding but not destroying any walls in this game? If so, I'll have a look into it.
That one seemed a bit one-sided, @mirkiov and @Drakester, and as you'll see I've already left Steve some thoughts about how to even things up. That said, if you don't mind my pointing this out I do feel a temporary truce between your two sides would have enabled you to cull my numbers in pretty short order in the first couple of turns (cover is not plentiful outside the base). Anyway, I'll set up another three-player contest for us...
Hi @SteveSmith, not that it's ruining the gameplay or anything (at least not from the Aliens' perspective!), but the mission description says that walls are weak when they're actually set to "indestructible". Not sure which way it should go (weak walls would offer the humans less cover, but also stop them getting quite so hemmed-in by Alien walking bombs, so it's hard to gauge which option would be better/worse), but either way whatever the walls do needs to match the description.
Someone didn't choose the correct side even though I made it clear in my post. If I create the game again I could see it happening again. What I'll do is just create it again at say 6pm and anyone can enter and hopefully we can get the same teams/opposite sides, if not we'll just play it once more and end it.
I remember we used to have mini competition with this mission with 200% creds and it became a game of hide and seek with Sterner which usually ended first turn. It went on for sometime until one side gained two victories in a row. You, me, Rabid and Socrates wasn't it? I thought let's try with 150% to see if each game would last longer! Everyone up for another, swop sides? Home and away kind of thing. Peter and I to hide Sterner this time.
Another close game - I think anyone could have won that! It's a tricky balancing act with this mission: obviously you have to defend yourself against the team that's trying to kill YOU, but in doing so you run the risk of handing points to the team that's trying to kill THEM. Anyway, onto the next match-up...
Wasn't sure with that one. I fired 6 shots at your guy, they all missed. Then two more shots missed. But as Melissa McCarthy says on snl on YouTube I would throw the toaster at you because your toast!
Well played! The big blunder I made there was not making allowances for your guys' potentially having strong armour - time and again I ended up the loser of the many face-to-face shootouts for that reason alone. I'm so used to the REAL SF old hands favouring arms over armour that it never crossed my mind that a single well-aimed shot wouldn't "do it" each time. Still, one lives and learns, and as someone who's taken a long break from the fray, by the looks of things, you probably needed the win more than I did...
Well played, Drakester! A good, close game, but in the end it all came down to numbers: mirkiov and I were simply losing units at a faster rate than you were. I'll set up the next three-player clash...
It was indeed.<br /><br />I've thought for a long time Blasters should not have a 90% accuracy, countless times I've seen them to be as accurate as a heavy laser. I'm sure I posted this before. They are more like a 70% rating. I think Steve needs to check this out. I missed two 90% shots, yes it happens, but seems to occur far more often with a blaster.
Well if that true then there is something wrong with the log as it says this, as quoted in the previous post: 18 Dec 2024 18:40 (Turn 27, Side 3): Will Smith (Rost310's #8) has been spotted!<br /><br />But I've had this before, not sure what it is. Viewing angle differences between the game itself, where it doesn't trigger an opp shot because the angle degree is just out, but it does trigger a seen log as the criteria for that is just in, so therefore different angle degrees for the two? Opp fire could be 45 the log 50? For example.
Yeah I saw matey was still there and was surprised it ended. You were on a good run there.<br /><br />I think it should be 6VP rather than 5 as its not that easy playing the attackers
Says in the log that Rost's last unit was spotted by my guy yet he never fired. He was on opp fire with a blaster. Never moved, he was waiting for the opponent to show themselves. They did, the log below says so, but he never fired once and was killed. <br /><br />18 Dec 2024 18:40 (Turn 27, Side 1): Unit Will Smith (Rost310's #8) has fired a shot.<br />18 Dec 2024 18:40 (Turn 27, Side 3): Unit Will Smith (Rost310's #8) has fired a shot.<br />18 Dec 2024 18:40 (Turn 27, Side 1): Unit Will Smith (Rost310's #8) has fired a shot.<br />18 Dec 2024 18:40 (Turn 27, Side 3): Unit Will Smith (Rost310's #8) has fired a shot.<br />18 Dec 2024 18:40 (Turn 27): Unit Lester Piglet (xeno's #2) HAS BEEN SHOT DEAD by Will Smith (Rost310's #8).<br />18 Dec 2024 18:40 (Turn 27, Side 1): Lester Piglet (xeno's #2) has been spotted!<br />18 Dec 2024 18:40 (Turn 27, Side 3): Will Smith (Rost310's #8) has been spotted!<br />18 Dec 2024 18:40 (Turn 27): Rost310 (side 1) has won!
Not sure I had much right to win that - I made some pretty stupid blunders, chief among them being responding to one of my guys getting killed by blowing another two up myself and leaving a third dangerously exposed. Certainly thanking my lucky stars I took the precaution of loading Sterner up with Super Heavy armour, even though it meant I barely had the APs to do anything each turn!<br /><br />Anyway, I'm happy to fire up the next 3-player mission in numerical order for us all to play, provided you two are...?
I'm happy for it to stay as it is. In this particular game, which was relatively unusual, it seemed unfair, but Henri did also get a couple of my men, which pushed his VPs to 100, where me and Rost got 80, so if Henri hadn't also taken out some of my men, we would all have got 80 points, which seems fair to me. I accept that in this particular game though, it was particularly unfair on Rost.
I've just had a look and it is a bug - every player gets the VPs for units not killed by a particular player, so that pushed Henry's Cat above 100. If I remove that though, what should happen if no player kills 10 units, or there aren't even 10 units left to kill due to the flood? Maybe last player standing wins, but then that encourages players to hide until the end.
Just had a look myself and that makes no sense, Sammus conceded and rather than the game continue all the victory points from his men dying went to you. Rather unfair, must be a bug.
There is another in fact, I thought about this one before and I'm in a situation where I want to use an incendiary grenade to block a doorway. But if the enemy unit comes through on fire I find opp fire doesn't seem to work, so the unit on fire can just walk up and kill my unit without them firing in return. It somehow makes them immune fron opp fire. Now maybe my units are sadists and don't want to put them out of their misery, but even so if someone is on fire coming at you with a knife you are going to shoot them rather die.
Why is the sniper rifle when generated in colony missions only loaded with 7 rather 8. There was another but on second thoughts it probably makes sense.:)
I played as the attacker vs Rabid recently, he completely destroyed me.. I find in the Moonbase missions that it is hard to destroy the computers. It's probably a better strategy to just try and kill all the defenders instead
Well played. I was playing just for pride by the end there - my original plan had been to ignore the computers completely and just go for kills, but when that didn't work out I didn't have many options besides making a belated assault on the IT after all...
We can just see how it goes I guess. Hard to tell after a few practise games, time will tell!<br /><br />I wonder if the description for the emission matches the gameplay / victory conditions etc
Oof, well that didn't go well. Too much brunching early on. I spent a couple of rounds trying to patch up the remaining superhuman. Good tactic you used by using loads of nerve gas early on
I'd still have a couple of other strategies to try out as the army, for Sterner's gang the options are more limited and straightforward I'd say.
Yes, it was all over so quickly that I'm not sure we can glean anything about the new scoring system! Did it FEEL as though it was going more your way until that final tipping-point? Happy to swap sides and continue this experiment, but I must confess I'm starting to run out of strategic ideas for EITHER side...
Sorry, I thought you'd already made it, Steve! Le Chat, shall I cancel the one we have set up, in that case, since we haven't really got going with it yet, and set up another?
I'll changed it to 50 VPs per escapee and (how about) 34 VPs for killing an army member. So the army needs 2 units to escape, and Sterner's gang need to kill 3. How does that sound?
If I recall correctly it's always been you need minimum 3 to escape to win. For Sterner's gang that would mean killing 4 would mean victory, as the other side could therefore not be able to escape with 3 any more.<br /><br />I think we were discussing changing the number needed to escape for victory - changing from 3 to 2. Though I think that might swing it too far in favour of the army. I don't mind trying it though. But of course the victory conditions would need adjusting for both sides.
Yes, it's still 25 VPs per kill. I didn't change that, I only changed the VPs for escaping. Does it need changing to make things work correctly? I haven't played this mission myself for a long time.
First time I've played this mission for ages. The one you're thinking of and the one I actually assumed it was myself is Prison Riot, I forgot there was two.
All very odd! I certainly didn't deserve to win after Vomit disgraced himself so utterly! Just one shot on-target would have finished things off nicely, by the sound of things; instead, one of them sailed over your guy's left shoulder and hit one of mine who was standing behind him...
Ah, I was wondering, as I still seemed to be getting 25 VPs per kill. Shall we mutually concede, then? And then can you look into this again, @SteveSmith? Ta.
You are still giving me a good hiding though. I was in two minds to move them back a bit and didn't, big mistake. In the other game we're currently playing I just missed two 90% aimed shots in a row! Jeez I cursed this game after that. Grrr!
I created a game and accidentally clicked finished before I was ready. I did always think there was a facility to remove the game yourself and create it again but couldn't find it. It is the New Moonbase mission 54335. Thanks.
One game varies to another so it won't be absolute proof. I might balls up my plan and get everyone killed too easily! But by all means we can have another round or two of it
Oh well, I got closer to the exits than last time - I don't know if that means it's easier to win as the Army or not. I guess the proof will be whether you win the switcheroo, which I'll set up now...
Thanks Steve. :-)<br /><br />I guess it can always be changed back again if it then becomes too easy for the army once more! @Le Chat de Henri, are you up for a few more rounds of this in Practice to test the new match-up? It's my turn with the Army if so...
Both of those changes have now been made. I noticed that in my notes, in 2013 I reduced army creds from 240 to 200, so presumably it was too easy for the army back then.
220 would probably help even it up a little. Maybe this mission should just be a little harder for the army to win in any case?<br /><br />The advantage the army has is that they can focus all 6 on one spot whereas Sterner's gang of 8 have to cover 4 spots. The extra credits would provide more armour/firepower for the army, so could help even it up enough. Though I personally don't tend to focus all 6 on one spot. That's my tuppence worth anyway :-)
Can do. According to the stats, the army have only won 25% of the last 12 games. Any specific suggestions? Shall I increase Army creds from 200 to, say, 220 or more?
As you said, though, it's REALLY tough to win this one as the Army. @SteveSmith, might it be worth looking into evening things up a bit more via a tweak to relative unit numbers, credits/unit stats, parameters for a Sterner win, that kind of thing?
Looking back over the video one always sees things that could have been done differently, my feints would perhaps have been better if followed through. I did wonder why that wall up the top had exploded a few times with Sterner's potshots, that explains it
Oh, I've not heard of Battle of the Planets. I was probably only about 6 or 7 when Cities of Gold was on. With hindsight it was probably partly responsible for me travelling round Central American and meeting my future wife! So it has #1 status for me. Did you ever watch Laputa? Of Studio Ghibli fame.