Actually, although I had my tongue in my cheek with my first comment above, having a mission which combines a lot of factors (like eggs next to exploding computers as suggested by Pete) sounds pretty fun.
How about Underground Moonbase Meltdown Assassin Assault, where you have to destroy the computers in the moonbase, assassinate the other player and then collect their eggs? :):) <br /><br />Seriously though, I like the sound of the "eggs spread around the map" mission, but I'll have a look at creating both of those.
I reckon you could get 2 missions at least put of Xeno's egg collector idea. First Xeno's central egg location concentration. Eggcellant idea. Another arrangement could be eggs dotted about the map but in single or very small amounts forcing players to make directional choices and having to collect more than 3.
It's odd, as I'm a master at infiltration tactics in the underground games. Blowing my own trumpet but I think that is well established. ;)<br /><br />Yet in egg hunt, I for some reason don't, and I'm usually on the receiving end. Seem to rush in and take them, and then some sneaky git comes and steals them. Be interesting, for me at least, if I can in do it in an underground mission.
The new underground missions are really good, revitalised my interest in the game.<br /><br />Pushing it, but how about an egg hunt version. Eggs in the centre, first to get three back to their starting base wins.
@Petermock, When I saw your men there I knew I had to plan carefully to minimize casualty and damage (thanks to Rabid and Xeno I'm getting used to sneak grenadeattacks). I fully expected both units to explode when I killed them, and also thankfully I had enough APs to carry the Ap100 away, otherwise it would have set off a chain reaction.
Damn, that was a disappointing end just as things were getting interesting. Rabid won because I took it to the edge of the map on my side! I'm not sure what the best solution is to this, because it's not ideal?
I'll write more detailed instructions once the missions are "bedded down", but it's as follows:<br /><br />Underground Meltdown - This is pretty much a standard Underground Colonization but with the exploding computers from Meltdown. These don't affect VPs, but will explode a random number of turns after being destroyed.<br /><br />Underground CTF: This again is pretty much a standard Underground Colonization, but the winner is the player who gets the flag to the opposite side of the map.<br /><br />Let me know if there's any other details need clarifying.
Could someone explain the missions here. They seem on the surface straight forward but if someone could clarify them please.<br /><br />The term: "And avoid exploding computers" is somewhat ambiguous. I think I know what was meant by this but just need clarification before I equip/deploy.
Thanks Steve, good Xmas presents. Steve I'm with you on keeping the CPU's as exploding components only. But if in practice we need to affect the VP score, I'm not against that. We might have to have the VP idea implemented if people start blowing their own CPU's up for some kind of advantage. Hard to predict how the games will play. Testing only way. FLAG idea I'm equally excited about trying out.
Thanks. :) In the Meltdown mission, the computers don't affect victory points (although I may change this). Their only function is to explode when shot, thus creating more chaos. I thought that might be enough to make the mission new and interesting.
Ho ho ho, since you've been so good, you can have two new missions for Xmas! <br /><br />More details here: <a href="http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=30473">http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=30473</a>
It must be Christmas - Stellar Forces ha two new missions! "Underground Meltdown" and "Underground Capture the Flag", suggested by Petermock and Cpt Fishmonger respectively. <br /><br />Both are based on the Colonization-style missions, but the Meltdown mission has the exploding computers as seen in the original Meltdown missions, and the CTF is obviously the first player to get the flag to the opposite side of the map.
I think both got mileage. FLAG might be better on the small map a quicker exciting game, Meltdown version the big map. Reactors need the space and scale to work. Flag Alert & Underground Doomsday or Underground Apocalypse?
I particularly like the Meltdown version, with having reactors all around the map. Would the Flag version be too similar to the existing CTF and/or Egg Collector missions? Of course, the big question is what to call the mission? :)
I'm thinking, maybe say meltdown reactors dotted about the map. You have to defend your own ones while trying for your opponents. Same deal as mission meltdown, once shot the random timer sets off with large blast areas. Each side could have 3 reactors within their quadrant area to defend. I don't know how difficult it would be to incorporate but would definitely fun.
It's a good point that the definition of "lost cause" if very subjective. Also, if a player does want out, it's easy enough for them to either commit suicide or just find an enemy to kill them. Maybe no change is required after all.
I tend to take the attitude that no position is a total lost cause. I quite like things as they are. Changing the victory conditions is problematic if the winning side is also very low on resources. It?s only really a forgone conclusion when the difference between the opposing sides is massive, like if one side has no engineers and few RPs but the other side has 16 units, engineers and loads of RPs.
Usually single game goes down fairly swiftly. Xeno got me pretty quickly recently. Also even if you're on the losing side it can be fun. If the ground is open by grenade damage and Rabid is my opponent it turns into a giant snipers paradise game. And there's still a chance to turn the tables. If you change the victory conditions then it wipes that out. Also I feel how you lose is up to the player not to a piece of software design. Anyone stuck on the losing side that hates the situation can simply concede the game. That option is available right now. The 2 player game on the other hand gets messy and very drawn out. Makes sense to change victory conditions there because the option to concede means letting your team mate down. Said team mate might not feel the same way.
Good game, well played all. I've been thinking about modifying the Colony missions victory conditions, so they don't end up one-sided for the last stretch, with one (or two) sides just having to take turns but knowing it's a lost cause. God knows I've been there!
Nice one Steve. Once panic sets in then it's a vicious circle and very frustrating. Realistic yes, but a real pain overall so about time. The game itself isn't a simulator of space combat is it. :)
when you take your turn you can see your resource points in game details but between your turns this information is unavailable. I was just wondering is it possible to set this inf in online details of current game?
Yes, no problem. Do you mean the info on this page?: <a href="http://www.stellarforces.com/dsr/missiondescriptions.cls?type=89&camp=0">http://www.stellarforces.com/dsr/missiondescriptions.cls?type=89&camp=0</a>
When a player is deleted from a game before it has started because they have not equipped or deployed their units I think it should not start until another player has taken their place. <br /><br />I agree that they should be deleted/cancelled if they don't do so after 5 days but it then can make the game uneven. Of course once it has started then you can't do much about it, but at the start it should open up to a new player.
Stealing my eggs, that was pure genius and very funny. I think I stole 2 eggs from Xeno and found one in a corridor. I think this mission has got creative tactical potential, you can leave the eggs and hunt other folk or try just getting eggs or a combination of both strategies. Also you can go full offensive or opt for defending your corner. Blowing holes in the outside walls literally opens up another attack route. You also can track your opponents when they're carrying their eggs. Makes you nervous when it's your last man and he has no weapons.
I spent most of the time running around the outside of the building, trying to work out where the flags were going. I think the secret to this mission is to wait until as late as possible before taking the flags.
I've just changed it to 'first to eliminate 5 opponents' as suggested, mainly cos its easier and sounds like it might work. Now you don't have to kill every single one, so if your opponent does choose to hide, they've got to hide at least 4 units.
Funny thing.. I dont know how i did that mistake, but i configured my troops wrongly. Only a few rockets and a pair of smoke grenades. Zero guns, not even a simple knife! So after i used a some with Xeno, i was totally unprotected. But i manage to save one rocket with the hope that i could reach your lair and give you a surprise :-) plus the egg robbery