Re: [Audyssey] Star conquest very irritating

2016-06-05 Thread David Taylor
I'll add slightly to that. You have keys based on wasd for directions, 
so x for south etc, and r for up and f for down. It takes a good bit of 
practice, but hey, that's easily fixed with a bit of RP and people 
taking new players on missions and things, which does happen.



Cheers

Dave



On 28/05/2016 15:27, Mike Wassel wrote:
Ok.  Here we go, I'll try to explain this.  It told you in the 
tutorial, but hopefully I can explain this.


When you want to fight something, move to the enemy. So, M and then 
pick the number.


When you get within one unit of them, type track.  Pick the number, 
and you'll start tracking.  Depending on what target tracking array 
you have installed on your ship, you might lose your track.  If you 
look at your status, you'll see that the stock target array will only 
keep track of your targets 75 percent of the time.  THis can be 
upgraded with better arrays.


Once you've got the enemy tracked, type aim  or, if using 
coords, aim aim.  Once you've got your lock, you just fire.


I think it takes some time to get used to it, as it's not the same as 
promotheus and miriani.  As to needing a pack, you can try to do it 
without one, but I think it's needed for this game.  It's up to you.  
Just use lockmode to change your preferred aiming method.


Mike.



On 5/28/2016 4:58 AM, dark wrote:

Hi.

No I don't have a soundpack. I'm not against the idea, but really the 
game should be playable without.
I was! actually fighting rats when I got hit. I also don't know what 
you mean by "vector based combat" I was trying! to aim with the 
directions like 7 for north and + for up, but it didn't seem to work 
whenever I tried to aim up, also actually finding where the dam rat 
was to attack it was a struggle sinse scanning took such a long time 
to say the coordinates it was at and tracking only kicked in sometimes.


An explanation of how combat might work against a rat might help, eg, 
do you target first and then track? or do you do the track command? 
and when is scan useful?



All the best,

Dark.
- Original Message - From: "Michael Maslo" 


To: "Gamers Discussion list" 
Sent: Friday, May 27, 2016 10:53 PM
Subject: Re: [Audyssey] Star conquest very irritating



Hi dark,

Do you have one of the sound packs? That helps because you don't 
have all
the extra talking of unimportant text? Secondly, don't use 
coordinate based
combat. Use vector combat. What that is hit the number 7 to aim 
northwest
or 9 for northeast etc. as a new pilot do space combat with a group. 
As a
new pilot none of your ships are strong enough to do a single 
beacon. As
someone new learn to fly in manual mode stick to rats ground combat 
salvage

etc.

I plan on art art to play again and would be willing to help out.

On Fri, May 27, 2016 at 1:14 PM dark  wrote:


Hi.

Well I have asked this on audiogames.net so might as well ask here.

?

Promethius I find a little incoherent for my taste in terms of 
activities
and what not, miriani I don't like the idea of all the pvp and 
license to
grief, so I decided to try star conquest. I have heard the bit 
about the
enforced rp and profile creation but I thought I tried that, 
however I've

not had a game where I've failed quite so badly.

?

I did the tutorial and talked to the new pilot lieason office and 
did the
tasks he said. Expooring and salvage were fine but combat was a 
real pest,
mostly because there is no quick way to get the coordinates of the 
enemy
and by the time you've heard the computer saying "rat automated 
starship at
3 4 5 " the bloody thing has likely moved,  and no I am not 
rewritng my
entire mud client just to play one game with all the scripting and 
such, I

have no idea how to do that I just want to play not program.

?

I did try ground combat and that was cool, accept I got my battlesuit
blown up which I freely admit was entirely my faultfor not bailing 
fast

enough.


i then quit the game and lost my cargo hauler leaving me with two 
sets of
massive bills and no ship. I just about! had enough for a flitter 
which I
bought, and tried a little combat again, and got completely 
slaughtered,
particularly sinse the aim + command for aiming up in combat just 
didn't

work, I was told "select a direction on the z axis"

?

How the hell does anyone! do combat in this game?

?

with no money, and no ship I was stuck (nd I couldn't get a lone 
either
sinse I kept getting refused), and the only advice I got was go and 
beg on
alliance channel. People were actually very nice on the newby 
channel, but

didn't really have any suggestions.

?

I'd rather not make myself a pain to other players especially when i'm
learning a game and making so many major mistakes, so I deleted my
character.

?

Given however that a lot of people do! play star conquest, I 
wonder, how
the hell do people do it? am I missing something about combat? or 
does it
take all that scripting nonsense, ie, the game is not accessible 
without

massive amounts of work

Re: [Audyssey] scary sound in monopoly

2006-10-23 Thread David Taylor
Hi,

I'd turn all the sounds off if I could on that particular game.  I'd also 
make it so you can interupt messages for the other player like you can your 
own as well, but otherwise it's very good. Most of the time I like a lot of 
the game shounds.

Cheers
Dave


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Re: [Audyssey] Monopoly version 7

2006-10-01 Thread David Taylor
Hi,

Monopoly boards are text files with each property on its own line, so you 
simply delete what you don't want and replace it with whatever you do, then 
save it.

Cheers
Dave


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Re: [Audyssey] Monopoly version 7

2006-09-28 Thread David Taylor
Monopoly is my current favourite as well. I'll certainly be having it. I 
wrote my own board as well so things are a bit more where they make sense to 
me.

Cheers
Dave


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Re: [Audyssey] Updated draft of ships.

2006-09-22 Thread David Taylor
hmmm, I could think of a lot of situations where you might benefit from 
using impulse and/or thrusters, and even your own momentum. I'm thinking 
hiding in a nebula waiting somebody out or all sorts of things!

Anyway, things like that could easily be for a mark 2 or a game people would 
pay for!

Cheers
Dave


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Re: [Audyssey] Updated draft of ships.

2006-09-18 Thread David Taylor
Hi,

In some ways I like the first draft better, though I think it useful to 
include the specialties. It would be good to be able to know what types of 
weapon are there still, though some people won't know the difference between 
the two types of phaser unless it is explained shomewhere, which I'm sure 
you'll do! I also think the shield power was a useful think to have included 
and the presence of a cloaking device.

Cheers
Dave


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Re: [Audyssey] More STFC thoghts.

2006-09-16 Thread David Taylor
Hi,

I find the dominion war to be the darkest side of Star Trek and you were 
fighting very limited enemies. I'd prefer something more based on tng and 
the films, with a more general time frame and all sorts of missions 
personally. Anyway, I think they are two different projects and I'd probably 
be interested in both.

Cheers
Dave


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Re: [Audyssey] STFC generic vs popular starships.

2006-09-16 Thread David Taylor
Hi,

The simple solution would be just to give us ships, otherwise people will 
pick the fastest speed, best weapons, etc all the time, and limitations 
couldn't be traded off against each other in the same way.If you only have 
one ship though, people will go for Enterprise all the time, whatever you 
do.

Now the idea of different classes of ship, rather than all ships being 
identical, would be fantastic in a stratgy game like Trek 2000! It would be 
great if there were different missions though and the ability to get new 
supplies and energy and things.



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Re: [Audyssey] real time star trek ideas

2006-09-15 Thread David Taylor
Now the holodeck idea is a great idea for that, and also for demos.

Cheers
Dave


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Re: [Audyssey] trek 2000 an idea for a future game

2006-09-15 Thread David Taylor
pgup and pgdn could control ascent/decent, up and down speed, left and right 
turning, using ctrl and shift for different variations.



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Re: [Audyssey] trek 2000 an idea for a future game

2006-09-14 Thread David Taylor
I do like the real time idea, especially if it could be written so that new 
enemies could be created and new types of ship added.



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Re: [Audyssey] trek 2000 an idea for a future game

2006-09-14 Thread David Taylor
Hi,

I used to love Trek 2000 but after several years of playing it I've got a 
bit bored now.  It's a pity that each game can't have a selection  of 3 out 
of lots of different enemy, each with different characteristics etc. 
Romulans and Klingons are easy to destroy but Tholians are quite a lot 
harder and I've found a good tactic to be to put all remaining ships round a 
star base with lots of energy and phaser them until there isn't enough 
energy left, then collect as many photons as possible, get as many ships 
away as possible and use the mine to take out a star base with very little 
left and a ship that's about to die anyway! That can sometimes leave you 
with 40 photons, 3 ships and a star base to beat Doomsday!  When that's 
happened a few times it gets a bit much I think.

I quite like not knowing exactly where enemy ships are in lots of ways and 
you can work with directions, with Tholians to the North, Klingons to the 
East and Romulans to the North East, and if you get a mental picture of 
where all your fleet are it is quite good. I'm sure any variations on the 
theme would be good as well.

Cheers
Dave



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Re: [Audyssey] message from the owner ... sad news

2006-09-04 Thread David Taylor
Hi,

I do hope there is a way of keeping that content and keeping it alive. There 
was some great stuff on there. I emailed him too as I use some of those 
things every day.



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