Game 417: SteveSmith, monkey in Moonbase Assault
You are here: Stellar Forces > Your Games > Game 417: SteveSmith, monkey in Moonbase Assault
- Hi Steve. I've noticed that sometimes the log states that a unit has been spotted but it isnt showed on the map. In our game, the log states on your last turn i spotted your no. 6 but i have no idea where as it hasnt shown up on the map for me. Thanks.
Posted by
monkey 15 years ago [Login to reply]
- Just had a look, and it's because my unit #7 walked on the same squares as #6, and it's drawn over the #6 on the map. Any suggestions for a way round this?
Posted by
SteveSmith 15 years ago [Login to reply]
- Thanks Steve for your quick response. Erm. not sure about a way around it. Now that you've told me the reason it will be easier to identify where a unit is if not shown on the map but i'll try and think of another solution.
Posted by
monkey 15 years ago [Login to reply]
- Yeah, unfortunately I can't think of an obvious and easy way round it.
Posted by
SteveSmith 15 years ago [Login to reply]
- My turn there was officually the worst turn anyone has ever made. I made so many stupid mistakes it's untrue.
Posted by
SteveSmith 15 years ago [Login to reply]
- Unlucky mate. Does opportunity fire of a unit work at a 45 degree angle from front because my no.4 should have fired at your no.8 when he stepped out. Also is there a range because on my turn when my no.4 shot at your no.8 there was no opportunity fire but then when my no.7 stepped out he was fired upon.
Posted by
monkey 15 years ago [Login to reply]
- It works at 45 degress either side, so 90 degrees in all. I think your no.4 did fire at my unit, but I don't know why it's not in the log (though I have been tweaking that bit). As regards the second issue, my #8 opp-fired twice; was it aimed your #7 both times?
Posted by
SteveSmith 15 years ago [Login to reply]
- Thanks for clarifying that, i didnt even look to see if my ammo had gone down. Yes both your op's were at my #7. My #4 had one aimed shot and missed, then thinking your #8 didnt have enough for a opportunity i moved my #7 into position. I thought it was maybe something to do with the range - especially since your unit was using a pistol.
Posted by
monkey 15 years ago [Login to reply]
- No, range doesn't play a part (though that's given me an idea for a new feature). I've just realised why: unit's only opp-fire at units that they can't see at the start of the turn.
Posted by
SteveSmith 15 years ago [Login to reply]
- that makes sense, good to know. I think weapons having different ranges would be a good feature.
Posted by
monkey 15 years ago [Login to reply]
- Hi Steve. Could you add the option when changing equipment to select no item (so that your hands can be free to pickup or catch an item). I know you can do this by dropping an item but this is not always appropriate and can give your position away. Thanks.
Posted by
monkey 15 years ago [Login to reply]
- Good idea, I'll add it to the next version.
Posted by
SteveSmith 15 years ago [Login to reply]
- How many units does each side have in The Exterminators?
Posted by
monkey 15 years ago [Login to reply]
- The attackers have 8, the fugitives have 6. It's a big map though. The unit numbers for each mission will be on the website by tonight. :)
Posted by
SteveSmith 15 years ago [Login to reply]
- Thanks Steve.
Posted by
monkey 15 years ago [Login to reply]
- Well played, you deserved that one! Just looking at the map, if my last man had walked round to where your #8 is and threw a grenade near him, I just *might* have clinched victory.
Posted by
SteveSmith 15 years ago [Login to reply]
- Sorry to interrupt guys, but I'm not so sure about weapon ranges. How would this work? In my opinion weapon ranges are already interpreted by weapon accuracy. eg. A sniper rifle is more accurate than a pistol. The longer the range of the shot the more the accuracy plays a part. The kind of distances we are firing across wouldn't be enough for bullets or laser beams to just drop out of the sky. Over these kind of distances the only difference between a sniper rifle and a pistol would be the accuracy of the shot and possibly the penetration value. eg. shorter range weapons doing slightly less damage over longer ranges, which I though was a feature already included?
Posted by
Deadlime 15 years ago [Login to reply]
- I completely agree, and you're right about the less damage over longer range. I also think incorporating ranges would add over-complication, and also some kind of visual clue would also be needed to show the range.
What I was thinking about (when I said "that's given me an idea for a new feature") was some kind of range limit on whether a unit shot an opp-fire shot, i.e. they don't bother wasting them on a unit that is, say, 20 squares away, in case a closer enemy unit appears. Posted by
SteveSmith 15 years ago [Login to reply]
- That might be very useful sometimes, but on other occasions maybe you would prefer to take the shot anyway and take your chances. eg. using a sniper rifle against Sterner Regnix on the Escort mission.
Maybe a manual range setting could be applied, or maybe it could depend on the accuracy/range of the weapon being used. I don't know, maybe it's too complicated and fiddly and not worth the bother. After all, wasting someones opp fire from far away is a little risky but kind of fun, lol. Maybe it's a part of the game which should stay? Posted by
Deadlime 15 years ago [Login to reply]
This topic has now been closed.