Game 1578: SteveSmith, wonderhero in 'Moonbase Assault - Campaign Version'
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- Steve, are you sure that 10 turns are enough ? I want to try something :)
Posted by
wonderhero 14 years ago [Login to reply]
- Best keep it at 10 then Steve. ;)
Posted by
Deadlime 14 years ago [Login to reply]
- He he, this time I'm defender...I wonder what he will propose to improve after this match. 20 turns limits ? :)
Posted by
wonderhero 14 years ago [Login to reply]
- Or ban the Nerve Gas? :)
Posted by
Deadlime 14 years ago [Login to reply]
- I remember why this is mission has a 10-turn limit: because there are loads of computers (which the defenders have no chance of protecting all of), but to ensure that casualties are kept at a minimum (since it's a campaign mission) and make it harder for the attackers, there is a strict time limit.
Posted by
SteveSmith 14 years ago [Login to reply]
- Deadlime, indeed low turn limit gives great advantage to defenders, so this leads to ban grenades, not only Nerve Gas, if you want balance. Steve I hope I can prove this in our actual game.
For my part I don't like ban all grenade types because weapons are more for luck than tactic. But if there is no other solution I can get over it like in "Rescue from the Mine" :(
I think the best way is to find other solution for balancing instead of "low turn limit". I never liked to be forced to rush my squad. Rushing should be a surprise not a predictable tactic. Posted by
wonderhero 14 years ago [Login to reply]
- Steve is right, it was actually me who designed this version of Moonbase Assault with the intention of trying to focus more on destroying and defending computers, rather than killing all of your opponents, which is often how the traditional version of the mission is won. I thought it might be an exciting change to create a very fast paced, all action smash and grab style mission.
I think I designed this before the Nerve Gas was created. Of course flooding all of the entrance corridors with NG for 10 turns is probably very easy to do, so therefore it should unfortunately have to be banned.
I don't think the "problem" of standard grenades is quite so obvious, so if you want to go ahead and prove they create an imbalance for this mission then I'm interested to see. Posted by
Deadlime 14 years ago [Login to reply]
- I already fill my pockets with a lot of gas grenades :)
Steve can you restart the mission and ban the gas grenades ? Posted by
wonderhero 14 years ago [Login to reply]
- Will do tonight.
Posted by
SteveSmith 14 years ago [Login to reply]
- Done. Nerve gas is now banned.
Posted by
SteveSmith 14 years ago [Login to reply]
- No, is not. I can still buy it :)
Posted by
wonderhero 14 years ago [Login to reply]
- Ooops, I just forgot to import the new equipment data onto the live system. Is now definitely unavailable.
Posted by
SteveSmith 14 years ago [Login to reply]
- Rule #1 when playing against Wonderhero - always make sure you have opportunity fire, even on your first turn!
Posted by
SteveSmith 14 years ago [Login to reply]
- I don't know why don't have patience. I'll lose lieutenant again :(
Posted by
wonderhero 14 years ago [Login to reply]
- Steve, I noticed that you turned your unit to face my unit even if you could fire without doing any other move. You wanted to test if opportunity fire works with CC weapons. It works :)
Some dead units have no assigned number on my scanner. Sometime we need to know the numbers for reference when we talk about bug, tactic etc. Posted by
wonderhero 14 years ago [Login to reply]
- Hoisted by my own petard!
IIRC, the numbers of enemy units are hidden during the game in advanced mode to prevent opponents knowing how many are dead and who is who. They are only revealed at the end. Posted by
SteveSmith 14 years ago [Login to reply]
- I agree, but why some numbers are shown and other not ? For sample in our game I can see #3 and #6 attached to your dead units.
Posted by
wonderhero 14 years ago [Login to reply]
- Well played. I forgot this mission was only 10 turns long - I would have moved faster otherwise!
Posted by
SteveSmith 14 years ago [Login to reply]
- Not so well but thank's. And you attacked well from all corners and entrances. Nice. I wanted to prove that I can attack as defender because I know that the attacker has no time to wait, no patience.
Posted by
wonderhero 14 years ago [Login to reply]
- It only shows the numbers where one of your units has seen my unit. I think I've found a small issue where it doesn't mark a unit as seen when they are killed at point-blank range (like my unit at the bottom-left was); I think that's why his number is hidden.
Posted by
SteveSmith 14 years ago [Login to reply]
This topic has now been closed.