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Messages - kvn8907

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1
General Discussion / Re: The Avatar: which genius designed it?
« on: November 21, 2005, 01:34:09 pm »
It should not be visible either. Amoung many sci-fi stories, star control chooses to ignore some physics.

True, if you could see the laser, it would mean it's hitting particles and loosing power

but if you can't see the laser, how could you know what you're shooting ;-) (I'm being sarcastic)

2
General Discussion / Re: All the problems of SC space combat, solved!
« on: November 21, 2005, 01:30:48 pm »
Sometimes, a body just doesn't want to read a big long post. I might read it later, but whatever the case I have a feeling Lukipela is taking this way too seriously.

so true, fossaman. and ever since you told me what a fossa is, I'm scared of your icon  :( Big fossas comming to eat people and stuff *grumble grumble*

3
General Discussion / Re: The Avatar: which genius designed it?
« on: November 19, 2005, 07:21:58 am »
Still, the Avitar was pretty obviously an anti-dreadnaught ship. First it's satellasers (zapsats be danged, I love saying that word :)) completely nutralize the Ur-Quan fighters. Though I think what Lukipedia said was probably right, since the ironic thing is that the Avitar's laser is more difficult to use against a dreadnaught than a crystal shard, and because of that the Ur-Quan ship can get in a couple of fusion blasts before being cut in half.

Though really, space is pretty much empty, and lasers only loose power if they hit something like smoke or particals, so that laser should have had nearly unlimited range  :-\ .

4
General Discussion / Re: All the problems of SC space combat, solved!
« on: November 19, 2005, 07:13:41 am »
EDIT: Oh, and I just noticed, kvn, that you misspelled 'orgy' in your signature.
Noted and corrected.
destructs   :-\

Oh bother! -.-

5
General Discussion / Re: All the problems of SC space combat, solved!
« on: November 16, 2005, 04:05:52 pm »
Indeed. It is much like checkers. I played the game with my cousin, and after a brief period to acclimate himself with the abilities of the ships, he pretty much knew what he was doing. He especially liked the Fury.

EDIT: Oh, and I just noticed, kvn, that you misspelled 'orgy' in your signature.

Noted and corrected.

6
General Discussion / Re: All the problems of SC space combat, solved!
« on: November 15, 2005, 01:13:09 pm »
Realism isn't always good, sometimes it just clutters things up.

It isn't always bad either. Trouble is it seems in games that they try to make them realistic, they tend to focus too much on that. For example, Homeworld and Close Combat 3 are both games that tried to be very realistic, and were in some ways. But I thought Homeworld had the most boring music ever, little action, and a rather slow and pointless storyline. In Close Combat 3, I found I was spending much of the game waiting, with nothing to do, like the saying in the real army "hurry up and wait". Other realistic games I think are quite fun, like Commanche 4 and Delta Force 3. Realistic doesn't have to mean complicated. The trouble with UNrealistic games are they leave your shaking your head when the suspension of disbelief wares off.

So basically, it's a balancing act, and often games get mixed up by either trying to be too realistic and ignoring other parts of the game, or being too unrealistic for the sake of fun and leaving people arguing on forums for years trying to find plausable solutions to the many unrealistic things in the game *cough*. The best games have a degree of each. My favorite game of all time was Command and Conquer: Red Alert 2. It had a simple interface, exciting, interesting gameplay, and a smooth storyline. Though not overly realistic, everything in the game was somewhat plausable, and even after the suspension of disbelief wore off, a person could think on it and say "that could happen", such as using pure electricity to defend bases and mind-controling octopi to attack ships. Sure, it's a little far out, but they're nothing too radical, and were all explained in a clear way that often went hand in hand with the storyline.

7
General Discussion / All the problems of SC space combat, solved!
« on: November 14, 2005, 04:49:06 pm »
http://www.stardock.com/products/sf/

It's called Stellar Fronteir, and I just played SuperMelee after spending the weekend playing it, and it puts SuperMelee to shame. Remember how I've always said that the crewmember=hitpoints idea is stupid and crew should have more bearing on speed of repairs? It's all there. Ships have crews, sometimes hundreds, sometimes thousands, and as you get hit some of them die. Crew has bearing on who wins the ship interior battle when two ships dock, and the speed of repairs. And remember how we were saying that nukes wouldn't be as useful in space? There's a myriad of weapons, but two common weapons are the Bomb and Grenade. Every ship starts off with four grenades. When launched, they continue to fly for a while until either hit by a ship, detonated via the delete button, or hit a planet. It's most likely an anti-matter bomb, and it sends out a shockwave that destroys all fired weapons in its path and damages ships relative to their distance from it. The other weapon, the Bomb, is a gravity-opporated weapon, most likely a hydrogen bomb. A ship can have them installed, can drop them near a planet, and they slowly float faster and faster towards an enemy planet until they hit, killing millions. But, like nuclear weapons, they are only really damaging to a ship if they're very close to it. Both of these weapons are too dangerous for the player to use too often, as they are sometimes more dangerous to the one who fired it than the enemy. The Terrans have 3 main weapons, the MassDiver, the Rapid, and the PlasmaTorp. Basically, the MassDriver shoots large projectile slugs from the ship, the Rapid doing the same but at a much faster rate and less energy cost. They're probably magnetically propelled by a railgun. The PlasmaTorps are slower than the railgun, but do more damage. The ship explodes not when all the crew dies, but when the power system is destroyed after the shields go down and the armor is shot off. Also, in something that would satisfy my physic teacher when he said "In space combat, with faster than light drives, an enemy could just fly away from a missle fired", you can use your Quantum Drive whenever it suits your fancy. The only things that stop everyone from always flying away before they're destroyed are combat honor, the few seconds needed to select a target and activate the drive, and that the Q-drive or engines could be damaged in the fight, preventing the ship from even entering the safety of Q-space, or being able to turn quick enough to face its target.

It does have a few problems, though. First is storyline. Stellar Fronteir is mainly a multiplayer game, and only has a very loose storyline. It has a single player option, with just a few missions. Basically, two alien races are fighting, and the Terrans are caught in between. Second is time. For the sake of speed, millions of people are born and raised on planets every few minutes. Also, time dialation is mercifullly ignored. Ship speeds are measured in Percent Light Speed, and a ship can usually get .5 going, with a MassDriver going .6 and a PlasmaTorp going about .3. The Quantum Drive goes up to 3 times the speed of light, tops. Maybe time dialation is the reason time goes so much faster in space, I don't know, but it seems to be ignored. Anyway, I don't believe in Einstein theory of relativity that says time slows down as you approach the speed of light, and probably never will until it's proven in practice and becomes a law, even if Einstein was supposidly so intelligent and wise. Third is space. And I can't see how any MP game would ever get around this one. You've got a ship, that looks about the size of the moon, which is about 1/4th the size of earth, which is about 1/20th the size of the sun. That means firing a grenade too close to an enemy planet usually means sudden death for you, even though grenades are less effective on planets and you only get four of them as opposed to 12.

Anyway, I think Stellar Frontier solves pretty much every trouble with SuperMelee I can think of. Only thing better about supermelee is that the ship designs are more creative, and create a simpler, if inaccurate, little game-within-a-game.

8
General Discussion / Re: What now? "The Dig"
« on: November 11, 2005, 07:09:05 am »
Now I know you're going to start complaining about why we did not just tell you this from the beginning. It's simple, I didn't know. I've never used DOSBox enough to need this feature. Yet I knew that the manual will tell you if it's possible, and where you set it. But because you, instead of following advice, insult the people who give it, I had to sit down and write a post that took about 10 times as long to write as it took me to find the problem. Next time you ask for help kvn, please refrain from insulting those who help you. 

Please note that I'm not annoyed because you didn't understand my advice. I would gladly have elaborated in a much more friendly fashion. But instead of saying "Well, that's fine, but could you elaborate, I really don't get it", you went off on the "Innecessant pratter! I know that you are not smart enough to answer my question and will thus ignore your answer!!"
When did I ever imply "Incessant pratter!"? The only thing I found that could be insulting  was when I said "Hello?! Awaken from your dreamy state. What part of "That won't accomplish anything don't you understand? Do you want me to post a fricken post? Well ok then, I will.", in which I meant in that the internal command of config.com did nothing whatsoever, and we later found out there was nothing internal about it, and all I had to do was open the dosbox config file in regular windows explorer using notepad, edit it, and save it. Either you took that from there, or you're speaking more generally, I don't know. Still, I appreciate you saying " It's simple, I didn't know.", because it shows that you're not trying to be condecending. When I figured out that all I needed to run SC3 was an autoexec file my computer wasn't installed with, I can't remember but I think Sedodes called me a retard or something, I don't know, but I can't be arsed to look it up. Anyway, simple problem, simple solution after some searching. I finished "The Dig" yesterday, so that boat's kinda passed, but I'm sure I'll use DOSBox in the future, and it'll be nice to have the defult cycle speed to be 20000 and have both up and down change it by 5000. So, problem solved and I'm happy.

If I was a girl, this is how happy I'd be :). (which is kind of just an excuse to use some of the screenshots I took)

9
General Discussion / Re: What now? "The Dig"
« on: November 10, 2005, 12:58:33 pm »
A config file can be generated by CONFIG.COM

Hello?! Awaken from your dreamy state. What part of "That won't accomplish anything don't you understand? Do you want me to post a fricken post? Well ok then, I will.



I'm obviously missing something, but I don't know what it is. I've tried "config.com -writelang", which just brings that up again.

10
General Discussion / Re: What now? "The Dig"
« on: November 09, 2005, 06:48:03 pm »
My God this is hard! You say that the help file exits for the sole purpose of helping with DOSBox, but I've tried to access the config file and it all seems like a confusing web of commands. Dos was before my time, and I'm no better dabbling with dos than a grandma would be at Command and Conquer: Generals (an apt similie, I think). So, I tried editing the startup cycle speed, but couldn't figure out how.

config.com
That won't accomplish anything.

11
General Discussion / Re: What's up with the Avenger?
« on: November 09, 2005, 06:25:21 pm »
*Frylock boredly floats out of the way, and the "quad laser" hits Carl and transports him to the moon*

I just finished "James Bond: 007" for gameboy color today, and their lasers were kind of like that too. In the final level, you often had time to turn around and put up your mirror before a laser reached you. Also, it wasn't very hard to dodge bullets and missles. Of course, the cannon fodder wasn't smart enough to do that, and the bosses were at times impervious to cirtain weapons. Actually, there's this one boss in the game who if you fire one shot at him, he goes down crying. No joke.

12
General Discussion / Re: Star Control lifeless galaxy?
« on: November 09, 2005, 06:20:17 pm »
maybe, but somehow the inchworm idea sticks in my mind more clearly

13
General Discussion / Re: What's up with the Avenger?
« on: November 07, 2005, 06:01:41 pm »
True, true. Even in the SC2 website, they show a Broodhome launching a shard, and it's nowhere near as big as it is in the games. I equate that to the story of Mario's nose. If they could have done it, they would have probably given him a normal sized nose, but they had to make it extra big in those poor old pixalated games just to show that he even HAD a nose. The reason's gone now that we have CG games, but the big nose stuck. The point is, they needed to make the weapons oversized to show that they even existed. I mean, just look at the Eluder and Terminator's primary weapons. You can't even tell what they are! It's like the Mooninites' laser on Aqua Teen Hunger Force. Sure, it's SUPPOSED to be something, but it just looks like a single pixal. Until they invented our current high-resolution monitors, that is.

14
General Discussion / Re: Star Control lifeless galaxy?
« on: November 07, 2005, 05:53:25 pm »
What do the Ur-Quan look like? When I think of them, an inch worm comes to my mind. A really really big inch worm with beady eyes and tenticles with retractable, serraded daggers made of bone. And pouches. Pouches for carrying gold. Gotta have gold, or so Interbellum said. And we all know how canon Interbellum is concidered ;)

15
General Discussion / Re: What now? "The Dig"
« on: November 06, 2005, 01:08:37 pm »
  And yet you still haven't posted the results of the latest GYAP Challenges...  where are your priorities?  Is it more important to show up a 15 year old kid or to administer the game you started, which I, at least, participated in? 

Sedodes just likes being an asshole. I got it to work relitively without incident before the start of November, besides the thing about programs popping up and closing DOSbox. So really, there was no point there. Oh well.

By the by, Eth, do you know if there's any way to set a defult cycle speed on DOSBox, so a person doesn't have to be pressing F12 a bunch of times everytime he or she plays just to get it up to a decent cycle speed?

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