I see! Thanks Steve. Think I was just unlucky in the moments I had and got explosions more rarely. I don't know why I had an idea they exploded 100% of times at least if caught in the ground zero of the explosion, like for example the death grenade.
I've just discovered that in the Android , the incendiary grenades *do* have a 50% chance of exploding just like other grenade types. For some reason I missed them out in the PC client. (Does anyone use the PC client?)
Anhhh ok! I definitely noticied that nerve grenades always explode.. incendiary never do, and the "regular" just sometimes. Would be logical that they all explode when affected by a death grenade being carried by the soldier? I don't know if makes sense or other players agree.
There's a 50% chance that any type of grenade that is caught in an explosion, will also explode. Except for Incendiary grenades, which I've just noticed aren't covered.
@Steve, returning to this topic, I'm trying to understand what types of "other" grenades carried by a soldier, are triggered, after his death grenade explodes. Apparently some are effected by an explosion, while others stay unaltered.
I've set a Battle Royale game up. Player 1 spot is free. If someone could take that place and try to annihilate another player first turn with blasters and rocket launchers, please do! :)
I've started a new thread on this to make it more visible:- <a href="http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276">http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31276</a>
Interesting idea. But wouldn't the the next 3 players be able to also annihilate the others on their "first" turns? Maybe everyone should have reduces AP's on their first turns to get into position?
I'm going to test reducing the APs that the first player has on their first turn. This is to prevent the first player annihilating other players before they have a chance to move.
I'm not sure blocks in the centre area would have helped in this situation? Or do you mean the "centre top", "centre bottom" etc...?<br /><br />I've thought before about reducing the APs for the player who goes first, as they often have an advantage. It would give the other players chance to at least move their units before a sudden slaughter. I might test that out.
Close fight, in the end I was wary of going close for the sure hit with Sterner, thinking there could be the kamikaze grenade, but according to the movements, there wouldn't be enough AP for a grenade to be primed then switch to main weapon, unless it would have been primed many turns ago :D
I'm against a lower budget for weapons, tight as it is. Be no fun. I reckon Steve more walls, blocks. Might be fun with more structures. Could do a CC/ close combat version as well with low credit. But original Battle Royal needs guns and things that go bang.
can the first move be made with a limited number of action points? it wouldn't leave chance for a big attack, and would allow all the players to get ready, at least throw smoke grenades. The second option is to limit the budget for weapons. now very rarely anyone buys a heavy laser or a knife. limited budget wouldn't ruin this map
One reason I put a two-layer wall around the start position was to try and prevent this, but it looks like it needs to be about 4 layers thick! Any other suggestions?
Rabid likes doing something similar with Rocket Launchers. Game over before your first turn. Not sure if you can prevent this tactic without ruining the game?
Can you turn off all campaign games off please Steve. But an END to it.<br /><br />I'm off. Wake me up when you get another campaign going with rules in place, so we don't have to go through this pantomime again, and Xeno-phon is the bad guy. Thanks folks, love you all. Au revoir.
Congratulations Omni Corp. Every mission hard fought.<br />Thanks everyone for making my first campaign a memorable one.<br />And special thanks to my own faction. It's been a pleasure battling alongside my fellow astro miners.
Cheers guys. Every opponent has been formidable. Great games . I still can't win on Oddworld, lost every time, moonbases tricky and Sigma 7 epic battles! :)
Well, it looks like the campaign is over for another year, but it's been a great one. Technically there's until the end of today to finish, but Omni Corp have 36 sectors, 25 more than the next faction, and they also have 3 corners, so there's no way another faction can win by the end of today. So congratulations to Pete and Xeno for being the 2022 Campaign Winners! Well played everyone, and thanks for joining in!
I've moved you back into into Marsec. It looks like it took you straight out again after I'd added you since it thought you still hadn't logged in for a week. Hopefully it should be sorted now.
It also looks like the sectors I attacked as Marsec are now being attached as me under Omnicorp . Including sectors that have no adjacent Omnicorp square, so it?s all messed up.
I was briefly in Marsec, attached a few sectors, then logged in to see if I had a turn and all my attacks had disappeared?. But I was getting a ?join a faction? message?. So I clicked that and now I?m in Omnicorp.<br /><br />Dunno what?s going on!
Ah, it looks like there's an old feature that removes players from factions that don't log in for 7 days. Let me know which faction were you in and I'll re-add you. The campaign ends Tuesday night.
Thanks for asking Pete! I?m fine, I was just away with no device to play SF on. Got back yesterday but can?t seem to attack/defend on the campaign map, is it over??
Hi Thrash, I've started a new thread for this to avoid spamming everyone else: <a href="http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31221#pid24203">http://www.stellarforces.com/dsr/forums/ForumPostingsPage.cls?topic=31221#pid24203</a>
The Hit & Run missions are a bit problematic, especially since both sides could have a different number of troops. If the winner is based on the number to escape, then the player with the most troops will usually win. I think thats why it's based on the most kills.
You must have laughed seeing one of my guys rocket his mate in the back ha ha<br />I'm extremely glad I gave my VIP a fire extinguisher for this one!
I think the vote was about 2 votes for and 2 against, so I've left it as it is. Don't forget there's still 6 days of the campaign left, unless you can get all 4 corners.
Steve, have the votes come in on allowing people to join after the campaign has started? I really did think you had agreed it was a no after previous debates on this issue. Feels like Deja Vu once again, once again.<br /><br />I think we can safely say that Omni Corp has won. Peter and I stand victorious.<br /><br />Or has the chubby woman not stop singing.
I think I'm going to set the minimum number of units for the Hit & Run missions to 4. At the moment, the advantage is to send in the minimum number of units, as it makes it harder for your opponent to find you, and you have less units to lose. Also, once you've killed the same number of units as you have on your side, you can't lose, as your opponent can't killed more.
There's quite a few games that are on the 3-day cancel limit. I've not turned on the "auto-force cancel" feature, but since there is only 9 days of the campaign left, I'll be turning it on later today to speed things up. Please take your late turns as soon as you can!
I'm surprised too, thought I had that under complete control, but dozed off and left the back door open. Complacency crept in with only a couple of turns to go.
I must agree, I get confused since "defenders" and "attackers" doesn't quite apply. Suggestions welcome. "Ambusher" v "Transporters"?
It said my opponent was the "Human Defenders" so I assumed I was attacking, brought equipment to attack and now find I'm actually defending. The wording needs to change, how can the attackers be called defenders.
Rabid I did go the wrong way after our first encounter. After reading mission description, right...the other side of the map. Was almost caught by your lower soldier.
I've added a bit of text to the top of the Galaxy Map page to confirm that if any faction gets all four corners they will win. I don't think it's going to make much difference since each corner is owned by a different faction, and I think it's a good objective to aim for. <br /><br />@Thrash, that should be fixed now. Apologies, I added a feature where it would now say "both" if waiting for both players, but there was a small issue.
And I'm fine with the 4 corner victory condition. In fact I'm starting to get a bit tired of the campaign already, and it shows with silly schoolboy mistakes I'm making. But even without the corners, only two weeks to go as we made it end of May, correct? Two months is more than enough, and to think we used to play for three or even four months previously, in fact I think it was 5 months once?!
Steve, it is okay now, my opponent deployed later today, but it did not force cancel after it turned 3 days when I was last on at 1 am earlier. <br /><br />@Thrasbarg that is what I had last night, 3 days yet no force cancel and it said waiting for both to deploy, yet I had already deployed the day before!
It's sector 7,7. Normally it says one person's go or the other. Not both. Almost day 2 now. Can it be unblocked otherwise I'll lose my chance of battle by default
So my current games says battle for sigma five waiting for both players to take turn but when I goto take turn it does not say anything. I remember deploying though. Also name might have been changed on campaign board i seem to remember but might not be
Regarding 4 corners, I don't mind either way, so lets have a vote. I vote in favour of it. FWIW, I don't remember it being scrapped, but equally I forgot it existed anyway. I've searched the forums for the word "corner" and nothing came up about it being scrapped.<br /><br />Strangely enough, there is a "hidden" bit of text on the galaxy map page which says about the 4 corners rule, but you can only see it if you view the page source of the website. No idea why I chose to hide it and not just remove it; maybe it was an accident that it was hidden?
The "good" news is that I can recreate it. The bad news is I've no idea why it's happening, but I'll see if I can get to the bottom of it.
I don't remember the corner strategy/win condition being scrapped. I've always liked corners and number of sectors as a decider if corners aren't achieved. Having both win conditions I always thought made the Campaign more interesting. Hmm... Guys we need to make a decision. My vote would be all 4 corners still trumps number of sectors, highest sectors wins if corners aren't held.
Steve, have a game that my opponent hasn't deployed in and it says 3 days yet hasn't automatically force cancelled and it won't allow me to do so.
Not sure why I lost that with one unit still alive. Had only two more CPUs to destroy to win although looking at the final map I was pretty much surrounded.
That's a good point Peter about blocks strategy meaning you don't need as many units. And I did the same as Rabid think we had changed the corner victory condition to overall sectors.
Winning conditions are, if a faction holds all 4 corner sectors they instantly win, even before the Campaign end date. And if that doesn't happen then it falls to the faction with the most sectors on the end date.
Remember the winning conditions are not only having the most sectors. The faction holding the most corner sectors wins over numbers of sectors. The map at the moment looks like everyone has forgotten the Campaign strategies and people are just attacking what's available at random.