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Author Topic: Shallow Space IV: Invaders Must Die  (Read 13268 times)

Avis-Mergulus

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Re: Shallow Space IV: Invaders Must Die
« Reply #135 on: September 15, 2014, 09:00:49 am »

I accept the trade.
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #136 on: September 15, 2014, 09:20:24 am »

Cpt. Avis-Mergulus plays Lock On twice. He fires both lasers at the Bistromath, hitting the shield. A Gas Missile impacts the Space Whale's hull, flooding the ship with its deadly contents.
Lt-Cmdr. Comrade Shamrock moves to the left hull and plays Repair Level 3.
Cmdr. ShadowHammer moves to the teleport chamber, plays a Nano-Heal Injector and a Repair Bot, and trades his Escape Pod for Cpt. Avis-Mergulus's Plasma Grenade.

Turn 7 - Space Whale

                              
                                    
σ        σ        σ        σ 
               
                             


Spoiler: Bistromath (ship 1) (click to show/hide)
Spoiler: Space Whale (ship 3) (click to show/hide)
« Last Edit: September 15, 2014, 03:01:21 pm by Squeegy »
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Teneb

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Re: Shallow Space IV: Invaders Must Die
« Reply #137 on: September 15, 2014, 12:32:40 pm »

I'll play overcharge, fire my lasers at the Marshal, then play Evasive Manouvers and Ramming Speed! on, once again, the Marshal.
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #138 on: September 15, 2014, 12:44:40 pm »

How can two 1 damage shots take a full (3) health shield offline?
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4maskwolf

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Re: Shallow Space IV: Invaders Must Die
« Reply #139 on: September 15, 2014, 01:30:45 pm »

Move to whatever is adjacent to the teleport chamber, play fire brigade and redshirt, and attack NAV with my phaser.
« Last Edit: September 15, 2014, 01:44:05 pm by 4maskwolf »
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #140 on: September 15, 2014, 01:51:52 pm »

How can two 1 damage shots take a full (3) health shield offline?

Sorry, I was stuck in Missile Barrage mode.
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #141 on: September 15, 2014, 01:54:48 pm »

On a side note, is it now to late to mention that I think that the rule that says that you can't do anything after teleporting is a stupid rule.

It makes boarding operations silly dangerous, and thus limits the amount of things the crew can do.
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #142 on: September 15, 2014, 01:58:27 pm »

Yes, it is too late. The rule was put in place to prevent people saying "and then I do x and y if I can otherwise I do z" and so on, programming whole algorithms for how they will respond to the situation depending on which room they were randomly placed in. Boarding operations should be dangerous.
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #143 on: September 15, 2014, 02:27:53 pm »

Yes, but now there's a significant chance that you die if you dare to board. It basically prevents boarding as a useful strategy, making it boring for other players.
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #144 on: September 15, 2014, 02:28:52 pm »

It's pretty hard to make someone take 5 damage in a single turn, so no, there isn't a significant chance that you die.
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Teneb

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Re: Shallow Space IV: Invaders Must Die
« Reply #145 on: September 15, 2014, 02:48:53 pm »

What if you could perform a single action (be it moving, firing or playing a card) after boarding? It would get rid of the whole action algorithms.

This is a suggestion for future games, of course.
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #146 on: September 15, 2014, 02:53:36 pm »

It's pretty hard to make someone take 5 damage in a single turn, so no, there isn't a significant chance that you die.
Not a single turn. Remember, the boarder is entering an unshielded ship. Besides, unless you happen to teleport to the teleporter room, the enemy can cut you off, sealing your fate. And since firing your phaser ends your turn, that means that a boarder needs to stay at least 2 turns if he wants to shoot back.

I suggest that boarding is a multi-turn process, with the boarder arriving on his next turn, being told his destination together with his cards.

On a side note, as my shields were still up, the boarding operation against my ship should have failed.
« Last Edit: September 15, 2014, 03:00:34 pm by 10ebbor10 »
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #147 on: September 15, 2014, 03:00:24 pm »

What if you could perform a single action (be it moving, firing or playing a card) after boarding? It would get rid of the whole action algorithms.

This is a suggestion for future games, of course.
"If I can shoot someone, I do, otherwise I move to <x>."

It's pretty hard to make someone take 5 damage in a single turn, so no, there isn't a significant chance that you die.
Not a single turn. Remember, the boarder is entering an unshielded ship. Besides, unless you happen to teleport to the teleporter room, the enemy can cut you off, sealing your fate.

On a side note, as my shields were still up, the boarding operation against my ship should have failed.
That's what Short-Range Teleport is for (plus you can draw Boarding). There's no way to cut off an opponent, even if you use a force field, it can be broken, you can take damage.
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10ebbor10

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Re: Shallow Space IV: Invaders Must Die
« Reply #148 on: September 15, 2014, 03:05:00 pm »

That's what Short-Range Teleport is for (plus you can draw Boarding). There's no way to cut off an opponent, even if you use a force field, it can be broken, you can take damage.
You can no longer move after firing your phaser. So a single shield prevents people from getting out. A single player standing in the teleporter room can prevent people from getting out.

It's just plain unbalancing that a ship that the defender has a defensive advantage. Boarding requires the captain to give up a crewmember, and take a risk, after having done the troubling job of having taken the shields down.
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Squeegy

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Re: Shallow Space IV: Invaders Must Die
« Reply #149 on: September 15, 2014, 03:08:54 pm »

You could never move after firing your phaser. If your boarding strategy is to run away when threatened, then yes, you shouldn't be boarding. And yes, attempting to enter an otherwise undamaged and fully crewed ship on your own with no tricks up your sleeve is not a good idea.
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