The Arilou Lalee’lay Skiff

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The Troglodyte
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Re: The Arilou Lalee’lay Skiff

Post by The Troglodyte » Mon Sep 18, 2017 9:39 pm

FUN FACT! Did you know that the Arilou Skiff is on the original title screen? See for yourself!

Image

(By they way, there’s no where it implicitly states that this is an actual Arilou Skiff, but judging by the round, blue shape and the ventral laser cannon underneath it seems clear my assessment is likely correct.)
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krulle wrote:Human Cruiser? No fight in-game, the Arilou Lalee'lay Quick Babies would never fire on a Human... At least that's what they're trying to assure you of.
I still don’t trust them, so maybe it’s better to be prepared for anything!…
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“It has been so long since I dealt with Humans. I had forgotten what it was like.” – Arilou
3 Arilou Skiffs (3 x 16 = 48 pts.)
Vs.
14 Earthling Cruisers
(14 x 11 = 154 pts.)
Image

Earthlings win with 11 remaining Cruisers!

ANALYSIS:
The Arilou were kept busy by incoming “Fire-and-Forget” Nuclear Missiles constantly during this match-up, but inevitably they would find an opening, usually following an evasive teleport, and they’d move in to fire upon the Cruiser, which would then retaliate with its Point-Defense Laser to kill one Arilou crew at a time, which for them is a lot! In fact, I’d imagine that seasoned players may even forego using the Cruiser’s main weapon at all and reserve their entire battery exclusively for the PDL, since the possibility of hitting a Skiff with a nuke depends solely on the Skiff operator, and unless they’re a complete moron, the nukes shouldn’t be more of a minor nuisance than an actual threat. Speaking of complete morons, the 2nd Skiff was actually finished off by a nuke when it got tired of teleporting to safety and decided to shoot one instead… and they missed, but the nuke didn’t!
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“He tasks me. He tasks me, and I shall have him! I’ll chase him ’round the moons of Nibia and ’round the Antares maelstrom and ’round Perdition’s flames before I give him up!” ― Khan Noonien Singh

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Re: The Arilou Lalee’lay Skiff

Post by The Troglodyte » Mon Sep 18, 2017 10:03 pm

krulle wrote:Orz Nemesis? - This might be interesting, as the Nemesis *Go-Go* can't really catch the Skiff, but the Skiff will also not autoaim to shoot down the marines (when mainship of opponent outaide of range)
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“Do not trust the Orz, my Human Captain. They are dangerous.” – Arilou
3 Arilou Skiffs (3 x 16 = 48 pts.)
Vs.
14 Orz Nemeses
(14 x 23 = 322)
Image

Arilou wins with 1 remaining Skiff! (It could’ve been a clean sweep, but the 1st Skiff was destroyed by a fluky teleportation into the planet, while the 2nd died after teleporting near a lucky marine who managed to board and kill the entire Arilou crew –- the Arilou apparently suck at hand-to-hand combat!)

ANALYSIS: Interesting indeed! The Orz came in with a battle strategy: They deployed 2 sets of Space Marine right out of the chute, with additional marines ready for deployment for whenever a Skiff got too close, and move away from the approaching aggressors while keeping their Howitzer Cannon trained on approaching ships, while also keeping the turret ready to spin around in case the Arilou activate their teleporter to get behind them. A sound approach to the situation… if only it worked out as planned. There was one main flaw, however, since the Arilou could exploit the limited firing angles of the Nemesis’ cannon, and continue to move in towards the target under fire. The Orz would then respond with “Plan B” and send out more marines as the Skiff entered weapons’ range, usually causing the Arilou to veer off and/or activate the teleporter for a quick getaway. Then here they come again! The marines are different than Dreadnought fighters; they don’t need to return before they expire the way fighters do, which means that soon after repeated engagements, half of the Orz’s crew was out in space suits trying to chase down Skiff. More teleporting would inevitably occur until the Arilou found itself in an ideal position to attack the Nemesis, and then it’s toast!… or zapped fish, whichever you prefer.
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“He tasks me. He tasks me, and I shall have him! I’ll chase him ’round the moons of Nibia and ’round the Antares maelstrom and ’round Perdition’s flames before I give him up!” ― Khan Noonien Singh

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Re: The Arilou Lalee’lay Skiff

Post by krulle » Tue Sep 19, 2017 7:05 am

Yeah, this game often looks like a kind of paper-scissor-rock... (even more expanded than Rock-Paper-Scissors-Lizard-Spock)

Yeah, the Arilou are astonishingly good against some of the large ships (especially ones with low firing rates, like the Eluder). But they are always in danger of attrition. And the lack of gravity attraction makes planets even more invisible for Human pilots.... (which means I burned many in the atmosphere of the local planet...)

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Re: The Arilou Lalee’lay Skiff

Post by Quasispatial » Tue Sep 19, 2017 8:55 am

Nope. I give up. I'm about twenty minutes into the Skiff VS Terminator battle, have done eight damage and taken one. If I'm going to burn through all three Skiffs ('specially with this lagging piece-a-crap laptop where the rendering thread keeps gettin locked up every two seconds) I'll be here all day. However, I can provide a few tips for how to handle the Skiff properly, as I do have some manner of experience with the craft in question.

When flying a Skiff against the AI, you should...
-Always keep enough energy in storage to perform at least one (but preferrably two in case of an unfavorable destination) emergency teleportation(s).
-Exploit any and all target-tracking flaws your opponent possesses. For instance, when you head straight towards a Terminator with a speedy vessel, it will turn around in an attempt to fire at you after you pass by, giving you a chance to inflict a point of chip-damage before their shields come up, following which you turn around and never enter their line of fire. Many other vessels, such as the Dreadnought, fundamentally possesses the same flaw, which I indeed exploited with great success in the ongoing Stinger VS Dreadnought struggle. I still haven't managed to kill more than four Dreadnoughts with that Stinger though...
-Utilize your automated target tracking well. You don't have to turn around in order to fire, which is a good advantage you have against other ships. Use this advantage to its fullest byt continuing to maneuver whilst firing.
-Shoot down any and all asteroids when you get the chance. The fewer asteroids there are floating around, the less of a chance there is that emergency teleportation will kill you.
-When the enemy opens fire (or the game lags unexpectedly), teleport. If the AI is firing, it means that it believes itself capable of hitting you. If it believes that, there is a good chance that it is right. You do not want to get hit - you only have six crew, and many craft can burn through that damage in a very short time. It is better to be safe than sorry.

Follow these tips, and you should stand a better chance whenever you need to pilot the flying saucers against your foes. Of course, you'll need to adapt it a bit depending on which foe you're facing, but the general idea should be solid.
"Sentient life. We are the Ur-Quan. Independence is intolerable. Blah, blah, blah." - the Spathi High Council, Star Control II.

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Re: The Arilou Lalee’lay Skiff

Post by krulle » Tue Sep 19, 2017 1:05 pm

Quasispatial wrote:-Shoot down any and all asteroids when you get the chance. The fewer asteroids there are floating around, the less of a chance there is that emergency teleportation will kill you.
I thought a new one spawns the exact same moment one gets shot down (or is destroyed by planet)?
Otherwise this would be winning tactic vs. Slylandro Probe.

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Re: The Arilou Lalee’lay Skiff

Post by The Troglodyte » Tue Sep 19, 2017 3:21 pm

Quasispatial wrote:Nope. I give up. I'm about twenty minutes into the Skiff VS Terminator battle, have done eight damage and taken one. If I'm going to burn through all three Skiffs ('specially with this lagging piece-a-crap laptop where the rendering thread keeps gettin locked up every two seconds) I'll be here all day.
That is such a tremendously tall order, and frankly it’s incredible you were able to get any damage dealt while somehow managing to get away enough times without getting blasted! I can imagine the tiresome “hit-and-run” tactics you must’ve implemented must’ve gotten very monotonous and tiresome.
Quasispatial wrote:-Exploit any and all target-tracking flaws your opponent possesses. For instance, when you head straight towards a Terminator with a speedy vessel, it will turn around in an attempt to fire at you after you pass by, giving you a chance to inflict a point of chip-damage before their shields come up, following which you turn around and never enter their line of fire.
A nice suggestion! Also, if you can time it just right, you can circle back and use your remaining salvo to fire on the Terminator as their shields drop for a moment, even though it’s a monumental undertaking in multi-tasking, and fairly risky if you use too much energy and can’t escape in time.
Quasispatial wrote:Many other vessels, such as the Dreadnought, fundamentally possesses the same flaw, which I indeed exploited with great success in the ongoing Stinger VS Dreadnought struggle.
This is how the AI handled the match-up:
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“We are an endlessly curious species, and we spend much of our time on...
..how should I say, reconnaissance missions.
During one such trip, we witnessed the crash landing of an Ur-Quan Dreadnought...
..on the surface of Alpha Pavonis VII.
Normally, when an Ur-Quan vessel is disabled, it automatically engages self-annihilation circuits...
..to prevent other species from learning the Ur-Quan’s technological secrets.
In this case, however, these circuits must have failed. The Dreadnought did not disintegrate on
impact.”
- Arilou
3 Arilou Skiffs (3 x 16 = 48 pts.)
Vs.
14 Ur-Quan Dreadnoughts
(14 x 30 = 420 pts.)
Image
(Missed me!)

Ur-Quan wins with 11 remaining Dreadnoughts! (Arilou wins points-wise by 42 points)

ANALYSIS: This battle quickly turned into “Teleport Fest”, which is attributed to the Ur-Quan’s strategy of constantly launching Fighters, keeping the Arilou on their little green toes at all times, leaving them with no other choice but to run away or teleport out of danger. Most smaller ships can isolate the vulnerable fighters and destroy them with their main weapon in order to gain an advantage through attrition, and then zero in on the Ur-Quan mothership when they can no longer afford to unleash any more fighters. This is not the case for Skiffs, however, and for two good reasons: The first is that their Laser automatically targets the main ship, thus a fighter would have to be in a perfect line between the Skiff and the Dreadnought for the shot to hit; the second reason is the weapon’s range, or rather its lack thereof, meaning that in order for a Skiff to fire upon a fighter, it needs to get in range -- a difficult and hazardous prospect considering how the fighter’s weapon’s range is almost equal to a Skiff’s. And by the way, an old Star Control 1 trick was to escort the fighters to the planet and allow for the gravity to pull the fighters in for some easy kills, but it would seem that after the War the Ur-Quan refitted the fighters with engines that are better suited for avoiding such planetary crashes, unlike a certain Dreadnought in Pavonis. In the end, the endless menace of fighter ships, combined with the ferocity of the Dreadnought’s powerful Fusion Blaster, eventually took down the three Skiffs, but not before the Arilou achieved three kills of their own. A very intense and exciting battle!
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“He tasks me. He tasks me, and I shall have him! I’ll chase him ’round the moons of Nibia and ’round the Antares maelstrom and ’round Perdition’s flames before I give him up!” ― Khan Noonien Singh

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Re: The Arilou Lalee’lay Skiff

Post by Quasispatial » Tue Sep 19, 2017 4:42 pm

krulle wrote:
Quasispatial wrote:-Shoot down any and all asteroids when you get the chance. The fewer asteroids there are floating around, the less of a chance there is that emergency teleportation will kill you.
I thought a new one spawns the exact same moment one gets shot down (or is destroyed by planet)?
Otherwise this would be winning tactic vs. Slylandro Probe.
Even then, new asteroids spawn out of the player's view, and considering the teleport has a limited range, this will lessen the odds of death by asteroid. You won't be in as much risk if you clean up your immediate surroundings, is what I'm saying.
"Sentient life. We are the Ur-Quan. Independence is intolerable. Blah, blah, blah." - the Spathi High Council, Star Control II.

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Re: The Arilou Lalee’lay Skiff

Post by The Troglodyte » Tue Sep 19, 2017 4:48 pm

Quasispatial wrote:However, I can provide a few tips for how to handle the Skiff properly, as I do have some manner of experience with the craft in question.
Thanks for these tips Quasi! You always bring good objective techniques that can be used by both experienced and inexperienced players.
Quasispatial wrote:When flying a Skiff against the AI, you should...
-Always keep enough energy in storage to perform at least one (but preferrably two in case of an unfavorable destination) emergency teleportation(s).
This tip is definitely for me… I am notorious for depleting all of my battery into the opponent in order to lands as many hits as possible (since I’m also bad at judging the distance of the short-range laser), and then I find myself frantically tapping the teleport button while in a panic, awaiting the energy to return before their return fire arrives!
Quasispatial wrote:-When the enemy opens fire (or the game lags unexpectedly), teleport. If the AI is firing, it means that it believes itself capable of hitting you. If it believes that, there is a good chance that it is right. You do not want to get hit - you only have six crew, and many craft can burn through that damage in a very short time. It is better to be safe than sorry.
Indeed. The line of “It is better to be safe than sorry” should be every Skiff’s operator’s credo.
krulle wrote:Kohr-Ah: the Fiery Ring of Inevitable and Eternal Destruction (F.R.I.E.D) will deepfry you. Just hope he'll smack the planet a few times....
Check it out! You’ve always gotta watch out for those FRIED onion rings of death!:
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“The carnate forces of Ur-Quan and Kohr-Ah are twined about the memory of pain.
They respond to these words:
‘Hold! What you are doing to us is wrong! Why do you do this thing?’”
- Arilou
3 Arilou Skiffs (3 x 16 = 48 pts.)
Vs.
14 Kohr-Ah Marauders
(14 x 30 = 420 pts.)
Image

Kohr-Ah wins with 13 remaining Marauders!

ANALYSIS:
A tedious task for even an experienced Arilou-using player, but it proved to be an overwhelmingly daunting task for our assigned (not-so-)awesome cyborg. I’ll give the AI a little credit, while it’s flying a Skiff the computer can certainly be a nuisance, since the programming seems better suited in using a vehicle that has its momentum removed, which is then combined with a fast turning rate and a laser firing sequence that the computer can identify inherently and with accurate precision. Unfortunately, that’s where the advantages to the computer-controlled Skiff ends… It appears to be hard-coded for acting apprehensive when in proximity of slow-moving projectiles, which is where the Marauder’s Spinning Blades throw the Arilou’s AI mind into a loop, since they refrain from executing a quick teleport, which would undoubtedly place them in a better position that flying through a minefield, but instead choose to maneuver around the encroaching blades like some sort of twisted obstacle course. It’s always effective for a time, but as the Skiff continues its pursuit, it would alway end the same way: The Skiff would make it into firing range and empty its battery into the Kohr-Ah’s hull, then it would take some blades to the face, and then explode. The End.
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“He tasks me. He tasks me, and I shall have him! I’ll chase him ’round the moons of Nibia and ’round the Antares maelstrom and ’round Perdition’s flames before I give him up!” ― Khan Noonien Singh

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Re: The Arilou Lalee’lay Skiff

Post by The Troglodyte » Tue Sep 19, 2017 5:07 pm

Quasispatial wrote:
krulle wrote:
Quasispatial wrote:-Shoot down any and all asteroids when you get the chance. The fewer asteroids there are floating around, the less of a chance there is that emergency teleportation will kill you.
I thought a new one spawns the exact same moment one gets shot down (or is destroyed by planet)?
Otherwise this would be winning tactic vs. Slylandro Probe.
Even then, new asteroids spawn out of the player's view, and considering the teleport has a limited range, this will lessen the odds of death by asteroid. You won't be in as much risk if you clean up your immediate surroundings, is what I'm saying.
Yeah, especially those annoying “slow poke” rocks casually sailing along!

The Skiff is probably the only vessel that can “play” with the asteroids, since it can stop in front of their path and bump them to wherever you want them to go! Perhaps there’s a situation where it may be prudent to bring a rock along with you and try to use it as a shield as you approach the enemy!

Anyway… since the of Slylandro has been mentioned, let’s see how the Arilou did against a fleet of Probes!:
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“However, knowledge transcends reality perimeters, and this we can share with you.
An example: to discover the nature of the red probes...
..seek creatures who inhabit a world with no surface.”
– Arilou
3 Arilou Skiffs (3 x 16 = 48 pts.)
Vs.
14 Slylandro Probes
(14 x 17 = 238 pts.)
Image

Slylandro wins with 13 remaining Probes!

ANALYSIS:
There really wasn’t much the Arilou could do about this situation; no transcendental wisdom was going to alter that perception of reality. So what if the Skiff has inertia-less engines?… so does the Probe. And it’s great that the Skiff’s main weapon doesn’t need aiming and automatically fires at the target, but… so does the Probe’s. The Skiff can come to a complete stop… the probe never stops, and can reverse its trajectory at top speed in a moment’s notice with no need for acceleration. And it’s faster… and has a larger “crew”. The battle basically consisted of both ships trading shots until one of them was dead, which due to low crew, was almost always the Arilou, but I can’t really see what else they could do in this “zapmaster” mismatch.
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“He tasks me. He tasks me, and I shall have him! I’ll chase him ’round the moons of Nibia and ’round the Antares maelstrom and ’round Perdition’s flames before I give him up!” ― Khan Noonien Singh

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Re: The Arilou Lalee’lay Skiff

Post by Alvarin » Tue Sep 19, 2017 6:58 pm

If I'm not mistaken, the Probe can only regain energy by zapping asteroids. Is there a way to exploit it and preemptively destroy nearby asteroids to deny probes' energizing? Somewhat hard with the way the beam is auto-aimed, but, perhaps, doable?
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