Game 1399: Deadlime, Narts in 'The Stardrive*'
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- Good game. You gave me a tough time. I don't know if you saw what I was saying to PCasaca, but I'm suspecting this game is imbalanced in favor of the defenders. This was the first game to be completed, I've got 2 more running against PCasaca as both sides. In the game where I'm attacking I'm taking a real beating, so I think you did very well.
I'm considering reducing the defenders to 7 units, and increasing the turn count to 30. Any feedback is appreciated. :) Posted by
Deadlime 14 years ago [Login to reply]
- Sounds good to me. This seems to be one of those missions where it's easier for the attackers to just kill the entire defending team than actually complete the main mission objective. The map being quite large with lots of hiding places, it's very easy to hide the stardrive. Or, for the defending units to scatter themselves around the map and play time until the attackers lose, for that matter. What if the stardrive was visible on the scanner, FRAG style? Or would that just make the mission too similar to capture the FRAG...
Posted by
Stran 14 years ago [Login to reply]
- You've touched on a good point there. Yeah often it is probably easier to just kill all of the defenders rather than carrying the stardrive back across the map. I suppose it depends how quickly you find it and how many enemies remain.
I did think about asking Steve to change it so that the Stardrive is always visible to the attackers, but decided against it because it removes the hiding/searching element which is unique to this mission. I think increasing the amount of turns for the attackers should make their life easier, without removing this unique element. This way it is also remains closer to the original Laser Squad expansion mission which is copied from. Posted by
Deadlime 14 years ago [Login to reply]
- Is it worth making the map a bit smaller? It's a good map design, but since it is so large there might be a danger of it getting a bit tedious for the attackers, especially if they lose track of which areas they've already looked in.
Or there could be a way of giving the attackers clues as to where the stardrive is, like the distance or informing them if they are within X number of squares? Posted by
SteveSmith 14 years ago [Login to reply]
- Although the map is quite large, it is fairly open except for the base section which isn't that big. I would say there are less places to hide than it seems at first look. I made the map smaller than the original Laser Squad map. (Well it's wider but shorter - the orignal was longer but narrower).
I would prefer to try increasing the turns to 30 before messing around with the map, but if a few of you guys all agree that it's too big then yeah we could reduce it.
A tracker is an interesting idea. A tracking device which needs to be carried and used (costing some APs to use) and like you said informs them how many squares away the Stardrive is. I say implement it this way otherwise if it's "free" to use it would make life for the attackers too easy. If it needs to be equipped and used then there is a balance between it's usefulness and the hindrance of dedicating one of your units to use it. Maybe it should be purchased too? So the attackers can buy more than one if they want to, but at a price.
If you don't mind putting the work in Steve, that sounds like it might be cool. :) Posted by
Deadlime 14 years ago [Login to reply]
- I'll increase the number of turns to 30 tonight, and add the 'tracking device' to my todo list. :)
Posted by
SteveSmith 14 years ago [Login to reply]
- Nice one. Thanks.
Posted by
Deadlime 14 years ago [Login to reply]
This topic has now been closed.