Game 716: SteveSmith, Deadlime in Alien*
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- I've just realised that since this game isn't in advanced mode, I'm not getting the advantage of hearing your units from 10 squares away. I wondered why I wasn't picking anything up.
Posted by
SteveSmith 15 years ago [Login to reply]
- Lol. Oh dear. I thought I was having a really easy time! Well I've just finished the mission anyway. Do you want to retry in advanced mode?
Posted by
Deadlime 15 years ago [Login to reply]
- The playback makes for interesting viewing. I didn't realise how quickly your men could get around. I was surprised when you'd already managed to destroy the computer when you did.
I think the queen has still got a very hard job. Like the tactic that you used, you can send a few men to destroy the computer and leave a few back to escape as soon as the computer is destroyed. In this case, the queen has to defend both the computer and the exits, and all it takes is one shot past the alien or one unit to run past her to the exit for the humans to win.
My suggestion is to increase the Queens APs to something like 90, so she can at least kill all the humans if she actually finds any. What do you think? Also, what do you think of the radical idea of allowing the queen to move through walls (to simulate alien stealth)? Posted by
SteveSmith 15 years ago [Login to reply]
- Interesting ideas. I agree that something else probably needs to be done to make life easier for the Alien, but allowing movement through walls I fear could be a step too far. I think that would massively swing the balance too far in the other direction.
Watching the playback was interesting. There was a few times that your Alien was very close to my units, and I think if you'd have had the advantage of advanced hearing the game would have been a lot closer. Before we do anything radical I think we should try some more subtle changes. How about we reduce all of the human (and Android) Action Points by about 5. Increase the Alien Action Points from 68 to about 80 or 90, and the Alien hearing sense from 10 squares to 15. ? Surely that would make a reasonable difference??
Another thing, is there some way of locking this mission so that it can only be played in advanced mode? Obviously without the hearing the Alien is massively handicapped. Posted by
Deadlime 15 years ago [Login to reply]
- Those sounds like good changes. I'll make them (including the locking of advanced mode) and then start another game.
Regarding the aliens "walking through walls", I quite like the idea, but you're right, maybe not for this mission. I might create an "Aliens" mission, where the aliens can walk through walls, but also only see enemies within a certain distance, like 10 squares. That should make it interesting. Posted by
SteveSmith 15 years ago [Login to reply]
- I look forward to seeing your Aliens mission. I agree the idea of Aliens lurking within the walls sounds intriguing. I think the map design and mission balance would need to carefully created with that in mind, but if so I'm sure it could work well.
If you recall in Rebelstar II, the Aliens and Marsh Rats could walk through the walls of "tangle vine" while the humans could not and needed to cut or blast their way through. It worked pretty well there. Maybe you could create a similar kind of special Alien Hive wall which only the Aliens can move through. Maybe the regular walls should remain solid for the Aliens. That way it would be easier to create a map which allows the Aliens to pop out of walls in certain places, but prevents them from "ghosting" freely across the map. Posted by
Deadlime 15 years ago [Login to reply]
- That sounds like a good idea, and would make it visually more realistic, rather than aliens moving through space or solid walls (and would mean the player controlling them wouldn't be able to see them). I'm working on the mission now. I've done the units. I think I need to find some good aliens-esque textures now.
Posted by
SteveSmith 15 years ago [Login to reply]
This topic has now been closed.