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Old November 14th, 2004, 05:36 AM
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Default Hey Anklebiters players

Based on a recent post, it looks like the game is wrapping up or maybe even complete. Since I originally came up with the idea, I want you guys to know that it was very hard for me to have to leave that game and I feel bad about doing so; but it was due to RL time constraints. I was wondering if you guys could provide any feedback on how the idea worked and if it was fun. I am also very interested in how some of the game mechanics worked.

- what were some of the more popular ship designs?
- did you often sacrifice engines to get other components on ships?
- were attacking Bases and Planets as difficult as originally thought?
- did the game just come down to whoever could build the bigger swarm?
- I'm guessing that mines, sats and other units played a bigger role?
- Was ship suppy a big issue?
- If used again, would you recommend any tweaks?



================================================== ==

Part II of this post is to ask your thoughts on a similar but different mini-mod idea that came to me today. What would you say to a mod where you basically had to only use units & seekers as attack weapons? Basically this mod would eliminate all damaging beam weapons (tractors, repulsors, and other non-damaging beams would be allowed). [I'm thinking that, like Anklebiters, some of the larger ship sizes should be eliminated also - maybe or maybe not.] Another thing that should be done to make things a little more playable is to reduce the effectiveness of the PDC. Probably lower the +70% chance to hit to maybe +20% or so; maybe the math wizards could figure out the right percentage without totally nerfing them. So basically the game reduces down to using units. Fighters will probably be the favored unit although seekers could rule too. Drones could also be more popular. A gentleman's agreement would have to be in place to decide if ramming ships would be allowed or not. The "not" would be in line with the idea of this mod. The real trick in doing this right would be to not simply make this a game of fighter or missile swarm building.

So, what do you think?

Slick.
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Old November 14th, 2004, 10:40 AM
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Default Re: Hey Anklebiters players

- what were some of the more popular ship designs?
Seemed like people stuck with PPB and APB (when they could get them)

- did you often sacrifice engines to get other components on ships?
Yes, all the time (just about). Of course, some ships HAD to be that way (stellar and repair for example)

- were attacking Bases and Planets as difficult as originally thought?
I didn't run into too many cases of that in my combat. It could have been tested VERY well had someone gotten into my space as I had over a 1,000 platforms. Tesco hit 2 planets once that had around 10 platforms and a base (and lots of pop) and though he must have hit it 60 - 75 times, it survived by the time I killed his fleet.

- did the game just come down to whoever could build the bigger swarm?
Possibly but training was absolute requirement. I kept a mix of ships but the people I fought stuck to mostly one ship config. One thing was different in combat...getting first shot (at the defending side of a hole) wasn't as killer as in regular games. If a fleet of 100 ships came through and your 100 ships got to fire first, it seems you rarely could kill more than 10. So, having a big wad defending a hole wasn't something to be as scared of.

- I'm guessing that mines, sats and other units played a bigger role?
Mines seemed to me to be a pretty big issued much further into the game. Sats, on the otherhand, were minimumly useful. After all, even in a regular game, sats have a HARD time hitting trained ships/fleets (fully decked out in full defensive components). Add the defensive value of a frigate and it gets even worse!

- Was ship suppy a big issue?
Not to me. The QR took care of that. Before that, it was just a matter of Resupply depots.

- If used again, would you recommend any tweaks?
One thing for me...Stealth/Scattering (80Kt) was too expensive to use. Add 2 big engines and a sail (40Kt more) and you can see after even adding an MC 3 (expensive!)(20Kt), there was no more room for anything else.
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Old November 14th, 2004, 10:42 AM
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Default Re: Hey Anklebiters players

Oh, and NP on the RL stuff. I understand. (What I don't like are people who just quit because the don't want to play anymore or are getting beaten)
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Old November 14th, 2004, 11:41 AM
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Default Re: Hey Anklebiters players

Quote:
Slick said:Part II of this post is to ask your thoughts on a similar but different mini-mod idea that came to me today. What would you say to a mod where you basically had to only use units & seekers as attack weapons? Basically this mod would eliminate all damaging beam weapons (tractors, repulsors, and other non-damaging beams would be allowed). [I'm thinking that, like Anklebiters, some of the larger ship sizes should be eliminated also - maybe or maybe not.] Another thing that should be done to make things a little more playable is to reduce the effectiveness of the PDC. Probably lower the +70% chance to hit to maybe +20% or so; maybe the math wizards could figure out the right percentage without totally nerfing them. So basically the game reduces down to using units. Fighters will probably be the favored unit although seekers could rule too. Drones could also be more popular. A gentleman's agreement would have to be in place to decide if ramming ships would be allowed or not. The "not" would be in line with the idea of this mod. The real trick in doing this right would be to not simply make this a game of fighter or missile swarm building.

So, what do you think?

Slick.
I've played some Versions of this already. My first thought is that it WOULD turn into a "fighter swarm" / "missile boat" sort of game. In other words, who could show up with the mostest of each. But, I am good at NOT catching on to the nuances of such games, so I'll leave it to the experts.

One other comment: Seems that would make Organic race the obvious race of choice since it has the best seekers and fighters.
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Old November 14th, 2004, 02:02 PM

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Default Re: Hey Anklebiters players

you could just change the reload times on the other weapons based on their damage ratio.

Start the weakest beam weapons at 3 turn reload and then go up to 6(or what ever) turn reload. APB 1 to 3 could start at 3 and then every 2 or 3 levels the reload time increases...

Would make for some very intersting decisions....

The sweet mod has a system where missle reload and space decreases as they advance in levels. And the unit sizes increase.

another thing to do with units is have a few levels of fighter cockpits / sat computers etc.... where they get the attack and defence bonuses ...

Same with the after burner

Leave seekers intact as they are.
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