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Author Topic: THANCS - a Newtonian space TBT  (Read 56880 times)

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #615 on: December 04, 2013, 09:11:32 pm »

Yeah, its definitely not threatening, but its more damage than my fighter can put through those shields.
I should probably just buzz your base with unarmed ships and let you damage it yourself :D
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ekolis

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Re: THANCS - a Newtonian space TBT
« Reply #616 on: December 10, 2013, 01:06:04 pm »

Hey Girlinhat... Raise yer dang shields! :D
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #617 on: December 11, 2013, 01:03:50 am »

According to my projections, that ship is going to be 50% guns, 25% defence, 8% engines, and cost as much as three gunships.

Think you've got enough dakka there? :D
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #618 on: December 11, 2013, 05:46:42 pm »

Crowe was asking earlier on IRC, but has since disconnected:

That wreck was able to accelerate despite having zero energy, because the thrust is paid for in advance.
It costs energy to charge up the thrust points, and thus none to use the thrust later (although you'll naturally need to pay to recharge again as soon as you use it).
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Crowe~

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Re: THANCS - a Newtonian space TBT
« Reply #619 on: December 12, 2013, 05:49:28 am »

Ah so the cost to accel you see isnt a cost that turn to move cost but the recharge the engines. That explains it, thanks SJ.
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #620 on: December 13, 2013, 01:50:52 am »

New version of the GUI is uploaded.

I've been doing some work in the background that you won't see the fruits of yet.
The new thing you can see is that the GUI auto-detects teams and now shows a team-based scoreboard at the top.

Teams are based on finding a leader, and all the people that are mutually allied with that leader.
The members don't need to be allied with each other.

Whichever member has the shortest name is chosen for the team name of "Team $shortname".
If the team has only 1 member, then its the full name of the player, without the Team prefix.

Political changes will refresh the team detection.
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ekolis

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Re: THANCS - a Newtonian space TBT
« Reply #621 on: December 13, 2013, 06:22:07 am »

Cool :) But shouldn't the team name be, you know, the name of the leader? Not the one with the shortest name? And maybe for teams where everyone is mutually allied, the leader could be the player with the highest active assets score...


edit: Perhaps it would be useful, now that there are team stats, to be able to see who has whom marked as an ally/enemy, so you can tell the exact composition of each team?
« Last Edit: December 13, 2013, 06:27:17 am by ekolis »
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #622 on: December 13, 2013, 08:28:28 am »

The "leader" doesn't have a lot of meaning.  In proper teams where everybody is mutually allied, it would be random each turn based on who is checked first. 
Shortest name keeps things consistent and keeps the scoreboard more compact.

Any suggestions on how to display other players' alliances clearly?
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USEC_OFFICER

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Re: THANCS - a Newtonian space TBT
« Reply #623 on: December 13, 2013, 07:48:32 pm »

You are a lucky bastard, Girlinhat. Hopefully your luck holds out for a couple more turns.
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #624 on: December 13, 2013, 07:55:37 pm »

Wow, that missile didn't do what I was hoping for (I wanted to cripple the Littlefox One), but it sure did a lot of damage to the soft spot on the base.

Fortunately for her, GirlInHat has a whole turn before those Team Draxis gunships start firing... There's time to spin the forward shields and the bulk of the base between Weasel and the fabber, and to get the LFOne between Cerberus and Foxden's side.

Spoiler (click to show/hide)
« Last Edit: September 03, 2014, 09:08:12 pm by SuicideJunkie »
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #625 on: December 13, 2013, 10:03:40 pm »

Us foxes are on a whole other level.  You guys?  Flying around with your designs and your tactics!  Ha.  We foxes use the irrefutable skill of luck.  What you little not-fox people call blind luck and RNG, we have harnessed into a proper skill!

I am the best at luck.

Spoiler (click to show/hide)

ekolis

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Re: THANCS - a Newtonian space TBT
« Reply #626 on: December 13, 2013, 11:15:58 pm »

Sorry I didn't shoot at the missile. I figured it would be a waste of energy, which my gunship is short on, what with the horrible accuracy of heavy lasers against small targets like missiles!
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #627 on: December 13, 2013, 11:30:04 pm »

Sorry I didn't shoot at the missile. I figured it would be a waste of energy, which my gunship is short on, what with the horrible accuracy of heavy lasers against small targets like missiles!
Extremely small vessels with contour shields seem a little overpowered.  Done right, it's difficult for large arms to hit them, and small arms can't do significant damage.

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #628 on: December 14, 2013, 01:35:56 am »

You're allowed to put lots of small weapons on if you like. ;)

In the Fab Three game I had a nice PD frigate with 8 small lasers under contour shields.
It was able to dish out a lot of damage, but it lost a couple teeth in each fight since the contours just don't hold up very long.

If you focus too much on anti-warship firepower, the other players can build annoying small craft to use against you :)
A fighter screen for your warship would be a good idea.  Ed can probably help with that since he's already got a bunch of small craft built.
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Girlinhat

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Re: THANCS - a Newtonian space TBT
« Reply #629 on: December 14, 2013, 01:40:30 am »

I've got a few ideas and designs for microfighters and small ships muddling around my head/folders, just not very fond of them.  It just seems like you need to go 'small enough to be disposable' or 'big enough to be difficult to kill' to make a design worthwhile.
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