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Arrew

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Reply with quote  #1 
A couple of simple missions for single ship or multi-ship crews.

Not much in the way of plot, unless you want to insert your own [wink] , as crews face waves off against enemies of increasing difficulty and number.

The level 11 variant starts off with a level 11 difficulty but just a few enemy ships.

How long can you last? [biggrin]

 
Attached Files
zip MISS_Wave_Attack.zip (3.37 KB, 27 views)
zip MISS_Wave_Attack_11.zip (6.56 KB, 9 views)

CujoSR

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Reply with quote  #2 
Played this a little tonight. I couldn't tell, are the enemy spawns random or set? I ask because I was going to be running a competition in November and was hoping for something consistent. A level playing field if you will.
Arrew

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Reply with quote  #3 
That's a good question.

The enemy "kind", "number" and difficulty setting is the same ... But the exact enemy and their location is randomised though perceptually generated.

So for example a Kralien has a small percentage chance of being a heavy Kralien. Also a support ship can be either Torgoth or Arvonian. So in that sense games are different each time and no two play through are exactly the same though they follow the same criteria.

So relatively its level? Kind of?
CujoSR

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Reply with quote  #4 
I'm guessing that is the "Hull Keys" you are talking about. I would like to lower the levels a bit to make the first and second wave's easier. I assume adjusting those hull keys and the difficulty is the way to go there?

CujoSR

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Reply with quote  #5 
Big issue I can't figure out... each new wave spawns the waves previous to it as well as the new wave. Looks like this happens in your original script as well. Was this intentional?
Arrew

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Reply with quote  #6 
Yes. Kind of.

It shouldn't respawn waves one and I think two. But wave three is in fact successive regeneration of the same "mini" wave. If that makes sense?
Mike Substelny

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Reply with quote  #7 
It sounds like you are looking for the challenge missions from Artemis Armada II. These were used as competitions in the main ballroom. All of the crews saw them for the first time at the same moment and all crews played at the same time. Every crew was faced with exactly the same mission as every other crew. These were intended for highly experienced crews; newbies might not last very long. Every crew must have six players, one in each of the critical roles. They must communicate with each other. If any player runs two or more consoles this is considered cheating.

THE XIMNI SCRAMBLE
[image] 
In this mission a TSN Light Cruiser must defend friendly bases, attack enemy bases, and fight off numerous squadrons of enemies, including jump-equipped Ximni ships. As I recall this mission is coded to end after 48 minutes (six periods of 8 minutes each):

Click to download The Ximni Scramble


ATTACK OF THE TERRANS
[image]

In this mission the players are a Ximni crew with a jump-equipped Light Cruiser. They must fend those unworthy cowards of the TSN, who attack with wave after wave of warp driven starships. As I recall mission is coded to end after 40 minutes:

Click to download Attack of the Terrans
 
At Armada II many experienced crews could not survive to the end of these missions. In case more than one crew does survive to the end, both missions write log files of mission events which may be used by a referee to determine which crew performed the best.

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Arrew

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Reply with quote  #8 
Unlike those missions Wave Attack is more a play till you die wave generator rather than a time orientated mission with a plot.

Just for fun. I was just playing with the idea of making it spawn ever increasing waves of enemies indefinitely.

Interesting to see how many waves you can survive through.
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