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Posted: Sun Sep 07, 2003 7:37 am
by Coyote27
Thorgrim wrote:
Coyote, simply put, SL 1, ML and PL 2, rest 3. If you have only one energy weapon though, some of the big energy weapons may run with only 2, for an additional 1 or 2 secs recycle. Add 1 PU for each GC too if you're planning on moving.
I think the neutron blaster only needs 2 as well, not sure about that.
Posted: Sun Sep 07, 2003 1:26 pm
by Thorgrim
Nope, 20 PUs, that's 3 if you want min reload time.
Posted: Sun Sep 07, 2003 2:28 pm
by Kroah
zorper wrote:I just bought the game and am already enjoying it.
I've only seen one problem so far. When hosting a game were me and my fiends want to play coop against the AI, I can't get the AI move to be hidden on my (hosting) machine. If there isn't already a setting for this, it might be a good addition.
same problem, anyone solve it ?
it's annoying to see the computer moving...
Posted: Sun Sep 07, 2003 7:18 pm
by rosary
Give the AI its own host computer.
Posted: Sun Sep 07, 2003 11:11 pm
by Coyote27
Thorgrim wrote:Nope, 20 PUs, that's 3 if you want min reload time.
It seems like in the old version it took 14 PU's though. I am beginning to realie that my memory is very poor.
Posted: Mon Sep 08, 2003 12:50 am
by Rebel Yell
Coyote27 wrote:It seems like in the old version it took 14 PU's though. I am beginning to realie that my memory is very poor.
Oh no, you've already forgotten the letter Z!
Just kidding
I can't talk, I'm about to turn 41. It amazes me how much I've forgotten sometimes, hehe.
Posted: Mon Sep 08, 2003 3:00 am
by Thorgrim
Don't know what you're talking about, NB was never 14 PUs...
Posted: Mon Sep 08, 2003 6:12 am
by Coyote27
See what I mean?

Posted: Mon Sep 08, 2003 12:25 pm
by Thorgrim
Well, checking things before posting usually helps. :p
Posted: Sat Sep 13, 2003 8:54 pm
by Rebel Yell
Bumping this thread to make one last request with the patch possibly coming by mid-September.
Larkin, would it be possible to add "Random" as a choice for opponents skill and weight advantage/disadvantage? Perhaps with it skewed, like a bell curve, toward the middle, with very high or very low results occurring less often than results around the middle.
This would make playing against the AI much more interesting, and enhance the role-playing aspect quite a bit.
I suspect it would be harder, but it would also be nice to be able to select random for enemy squad size.
Thanks for everything you do!
Posted: Sat Sep 13, 2003 9:14 pm
by LarkinVB
Rebel Yell wrote:Bumping this thread to make one last request with the patch possibly coming by mid-September.
Larkin, would it be possible to add "Random" as a choice for opponents skill and weight advantage/disadvantage? Perhaps with it skewed, like a bell curve, toward the middle, with very high or very low results occurring less often than results around the middle.
I suspect it would be harder, but it would also be nice to be able to select random for enemy squad size.
What do you mean with random squad size ? The squad size (number) is usually random, the weight isn't.
Posted: Sat Sep 13, 2003 10:18 pm
by Firefly
Thorgrim wrote:Now, as to the proposed change, I propose every jock must have a titan assigned to him/her/it when the squad is saved. Else, you can cheat. Seems easier and less penalizing than lowering skill points

Wouldn't this cause problems in those situations where you lose a titan, but the jock survives and you don't have enough cash to buy a replacement immediately?
Posted: Sat Sep 13, 2003 11:18 pm
by Rebel Yell
LarkinVB wrote:What do you mean with random squad size ? The squad size (number) is usually random, the weight isn't.
You can currently set the size anywhere from 1 to 8, then, by adjusting balance up or down, you can kind of influence the size of the enemies squad. I just mean adding a random setting as well as 1 through 8.
Right now if you set it to the same number of titans as your own squad and leave weight balance at even, you know there will be the same number of enemies as your squad size, practically every time.
Like I said, having a random setting for that is nothing incredibly important, but having a random setting for enemy quality and and weight balance would be very nice.
Posted: Sat Sep 13, 2003 11:34 pm
by LarkinVB
It doesn't work this way. If you set the number to 8 it will result in 8 OR less which is random. If you set to 7 or less AND the requested team tonnage can be satisfied by 7 titans it will be non random.
Posted: Sat Sep 13, 2003 11:38 pm
by LarkinVB
Rebel Yell wrote:Bumping this thread to make one last request with the patch possibly coming by mid-September.
Larkin, would it be possible to add "Random" as a choice for opponents skill and weight advantage/disadvantage? Perhaps with it skewed, like a bell curve, toward the middle, with very high or very low results occurring less often than results around the middle.
Not sure how this should work. I can add a 'random' setting in team balance but which values should it provide. From -100% to +100% ? I don't think this would make much sense. Either players wan't to play it easy OR hard, not both at random. So I can add random at either end of the scale, for expl. providing from (+10%-+50%) and (-10% - -50%). Is this what you want ? I don't think anyone would like to get +-100% at random.
Same goes for the jock rank. What should random provide ?
Posted: Sat Sep 13, 2003 11:51 pm
by Rebel Yell
I would be in favor of having both randoms go all the way from -100 to +100 and least skilled to most skilled, so its all possible, but skewed like a bell curve.
For example, on quality:
Rookie 1% chance
Green 3%
Novice 6%
Regular 15%
Veteran 25%
Crack 25%
Elite 15%
Ace 6%
Champion 3%
Hero 1%
Same thing for weight balance.
Maybe no one else would care, I don't know, but I'm a big fan of fighting an unknown enemy a lot of the time when I'm not playing against another human.
Posted: Sat Sep 13, 2003 11:59 pm
by LarkinVB
This wouldn't make much sense for me. It can result in my elite team fighting rookies which would be real boring. Same the other way round. I think it will only be fun if the deviation is centered around my weight/skill and does not deviate too much.
Other oppinions ?
Posted: Sun Sep 14, 2003 1:44 am
by LarkinVB
Thorgrim wrote:Right, went checking the changes log after replying and noticed that.
An idea, maybe not a very good one but still an idea, there are 2 available colors for signaling situations other than available/unavailable - yellow and blue. How about using one for those that require a skill check and the other for those that do not?
Ok, yellow if action is pending, blue if skill check is required after break.
Posted: Sun Sep 14, 2003 2:17 am
by LarkinVB
Also added blue/yellow color coding for breaking actions with F3.
Posted: Sun Sep 14, 2003 2:27 am
by Sleeping_Dragon
LarkinVB wrote:This wouldn't make much sense for me. It can result in my elite team fighting rookies which would be real boring. Same the other way round. I think it will only be fun if the deviation is centered around my weight/skill and does not deviate too much.
Other oppinions ?
I agree.
However, the bell curve thing looks interesting, what about using a bell curve distribution for enemy skill and tonnage centered on the level chosen? (ie. I want to fight agianst Regulars, then for each AI jock the actual level is calculated using the normal distribution with a standard deviation of say 1-2 levels, so that the enemys that appear have a high tendency to center on the level chossen, but the individual jocks may be 1-2 levels higher/lower) Maybe consider this with the wieghts also with a standard deviation of around 25%? (ie. my squad wieghts 400 tons, I choose 'balanced' and 95% of the time the total wieght of the enemy titans will range between 300 and 500 tons, agian with the majority of the games it will be very close to 400). Not sure how much this would add to the game, but would leave room for some 'fuzziness' of war.. does the enemy actually have 400tons worth of titans.. or 340? or 440? 480? etc... Neither for or against this... just an idea.