Game 1473: Narts, SteveSmith, wonderhero, Deadlime in 'Capture the F.L.A.G. 4-Player CC-Only'
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- This should be interesting.
Posted by
Deadlime 14 years ago [Login to reply]
- It's like Blood Bowl!
Posted by
Stran 14 years ago [Login to reply]
- Steve, can be opportunity fire applied to a melee weapon ?
Posted by
wonderhero 14 years ago [Login to reply]
- I think I already added this ages ago, but I don't think I've ever seen it used. I'll check it works. :)
Posted by
SteveSmith 14 years ago [Login to reply]
- It just got a bit more interesting.
Posted by
SteveSmith 14 years ago [Login to reply]
- So, it works ?
Posted by
wonderhero 14 years ago [Login to reply]
- Sorry, I haven't had time to try it yet. I'll let you know soon.
Posted by
SteveSmith 14 years ago [Login to reply]
- It doesn't I'm afraid, but I'll be releasing a new client tommorow where it will.
Posted by
SteveSmith 14 years ago [Login to reply]
- A new version of the client is now available with new close-combat opp-fire functionality.
Posted by
SteveSmith 14 years ago [Login to reply]
- I was enjoying this until the melee opportunity "fire" was implemented.
I'm sorry to say it's ruined the mission. Now all we have to do is walk slowly and leave enough APs for an opp and we are virtually invincible.
I think there was a good reason why Julian Gollop didn't have melee opp "fire" in Laser Squad, and it has just become apparent. Posted by
Deadlime 14 years ago [Login to reply]
- I don't see how LS is relevant here... all the missions had guns, so no one in their right mind used melee. BTW do you remember how melee worked in Lords of Chaos? I seem to faintly remember it had some sort of counterattack feature where a creature would hit back after being attacked, or am I just imagining things?
Posted by
Stran 14 years ago [Login to reply]
- True it was rare that melee was used, but I still think that Julian tried to create a balanced game engine which could be used with a wide variety of different missions. I think that he expected to create far more missions than he actually did in the end, probably due to gaming technology advancing so quickly at that time.
Anyway, back on subject, yes that's an excellent point about Lords of Chaos. Melee opportunity work in a way that the attacker (the person who's turn it was) got to attack first, and THEN the enemy (if he survivied) would get the chance of an opportunity "strike". I think THIS is how it should be implemented. Well remembered Narts. Posted by
Deadlime 14 years ago [Login to reply]
- Maybe it just needs changing so there is a chance of the attacker being wounded as well as the defender?
Posted by
SteveSmith 14 years ago [Login to reply]
- That's sort of what we are saying refering to how Lords of Chaos worked. That game was primarily melee combat, and the opportunity counter-strike worked really well. It gives the advantage to the person who's turn it is (promoting attacking rather than defending how it is right now), but still makes it worth while having a melee opp.
Posted by
Deadlime 14 years ago [Login to reply]
- This will be in the next version of the client.
Posted by
SteveSmith 14 years ago [Login to reply]
- Excellent :)
Posted by
Deadlime 14 years ago [Login to reply]
- I agree with opportunity counter-strike.
I propose more than that, like in Age of Wonders": if unit A is in front of enemy unit B (which is in opp mode) and unit A want to make another step (not turn) then unit B will strike him. In other words any unit in opp mode can strike an enemy that pass near him and run away. What you say ? Posted by
wonderhero 14 years ago [Login to reply]
- So he can approach an enemy but can't run away without taking a hit. What you say ? Will be tactic or not ?
Posted by
wonderhero 14 years ago [Login to reply]
- So what about the opportunity strike having a "one action delay"?
The unit who's turn it is can move next to the opp unit and then attack, which would then trigger the counter strike.
If the unit who's turn it is moves next to the opp unit and then tries to do another action like moving again (including turning) it would trigger the opp strike.
The only way to disengage from a unit with melee opp without triggering the opp would be an immediate backstep. Of course you would never know if the unit has APs for an opp or not, so it would make it an interesting decision. Posted by
Deadlime 14 years ago [Login to reply]
- Excellent!
Posted by
wonderhero 14 years ago [Login to reply]
- Good suggestions, but I fear that's getting a bit complicated and would take me a bit too long to implement. In the new version of the client, if the attacker loses, then the attacker incurs damage (if the defender can see them, meaning an attack from behind has advantages). This is similar to what has been suggested, but both attack and counter-attack happen at the same time.
Posted by
SteveSmith 14 years ago [Login to reply]
- No problem. It's not always easy to predict what will be complicated or easy for you to implement. I'm sure that will be fine.
Posted by
Deadlime 14 years ago [Login to reply]
- Shall we have a re-match to see how well it works?
Posted by
SteveSmith 14 years ago [Login to reply]
- EDIT: I see Wonderhero has already started one!
Posted by
SteveSmith 14 years ago [Login to reply]
This topic has now been closed.