Game 686: victor, Deadlime in Alien
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- Sorry victor, thanks for playing, but this mission is very unbalanced at the moment. It seems unfair for me to take the victory as things stand. If you like we can ask Steve to delete this game until we can improve it and make it fairer for both sides. Do you have any suggestions from the experience? I think the Humans need to be slower and the Alien Queen faster. I forgot how quick a unit with no armour or equipment can be. Just out of interest, how many Action Points does your Alien Queen have?
Posted by
Deadlime 15 years ago [Login to reply]
- I assume the humans won your game? It's crossed my mind that the aliens have a hard task. I think if the humans split up, the alien is going to have trouble tracking them all down and at least one is bound to get through.
Maybe less corridors in the map is one solution, and less APs for the humans, to take into account their lack of fitness (compared to a regular Laser Squad ;) ). Or maybe I could change it so the queen can see ("sense") all humans within a certain range? Posted by
SteveSmith 15 years ago [Login to reply]
- I haven't won yet, but I have a man standing close enough to the Escape Shuttle to win on my next turn.
Yeah I agree the map probably needs to be improved. And yes, we could certainly reduce all of the stats of the Nostromo Crew. That's an interesting idea about making the Alien "sense" the crew. How would you work it, by simply extending the noise radius of the humans so that the Alien can hear them from a long way off? Posted by
Deadlime 15 years ago [Login to reply]
- Yes, that's pretty much it in a nutshell and will be quite a quick change I think. I think other changes will still be required though, or else the Queen will still be running around like a headless chicken trying to find the enemy. Unless we make the Queen alien's hearing sensitive enough to hear noise from about 1/3 - 1/2 of the map away? It's going to be a fine balance, but I do want to try and avoid the queen alien spending all the time wandering around aimlessly, as I don't think it will be much fun for the player.
Posted by
SteveSmith 15 years ago [Login to reply]
- That sounds great.
*increase Alien "sense"
*increase Alien APs
*decrease human stats (especially APs)
*edit map
I don't know how this could possibley work, maybe it is too much of a change to the game mechanics, but what do you think about somehow not letting the Escape Shuttle "leave" unitl all of the surviving units are safely inside of it? ie, the Humans refuse to leave anyone behind. That way it prevents the humans from leaving a unit lurking near the shuttle to escape as soon as the reactor has been destroyed. (The tactic I used against Victor). Posted by
Deadlime 15 years ago [Login to reply]
- Haven't played this mission but been following the discussion here and elsewhere.
How about the Alien's scanner showing all the humans, wherever they are, until the humans destroy a computer somewhere. Then the scanner works as normal. Gives the humans an incentive to not just sprint for the exit. Posted by
frazzmac 15 years ago [Login to reply]
- To modify your idea slightly frazzmac, I suppose this could be explained by the Alien's "sense" being reduced after the reactor has been destroyed because of the ships destruction warning klaxon causing a distraction. :) But to be honest I think the Alien needs it's super senses throughout the whole of the mission.
Posted by
Deadlime 15 years ago [Login to reply]
- Well, my ideas were of the same type of yours, less possible ways to the human objectives, less APs for humans, I got surprised I found them next to me in 2nd turn.
Posted by
victor 15 years ago [Login to reply]
- Alien queen now has 67 total APs
Posted by
victor 15 years ago [Login to reply]
- Thanks victor. I think that sounds about right for the Alien.
Steve, I'll have a go at re-editing the map and I'll reduce the human stats and forward them to you. :) Posted by
Deadlime 15 years ago [Login to reply]
This topic has now been closed.