Krellans

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Krellans

Postby sgarbeil » Fri Jan 16, 2009 3:42 am

Why do the Krellans always get a free shot? That is extremely irritating. I mean you pop into a sector with 5 of the little SOB's, and if they are right around you, poof, there goes 1500 units!
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Re: Krellans

Postby mystik » Sat Jan 24, 2009 12:33 am

The many joys of turn based battle engine :).
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Re: Krellans

Postby sgarbeil » Sat Jan 31, 2009 4:54 am

The corners are kind of useful for popping in and out, but essentially it doesn't seem to make any diff.
The Krellans get you where ever you are, even if there are stars in the way.
The engine is weighted clearly against the Alliance. I guess the game has Skywalker syndrome, you know where 1 enemy is a bastard, but 15 fall all over each other. I find the short games VERY difficult. I still play SF 1 all the time, I can play it on my laptop remotely, where newer games are very slow.
I really like turn based engines. I am not a fast thinker, and I have a lot of trouble with games like Starfleet Command.
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Re: Krellans

Postby mystik » Sat Jan 31, 2009 9:42 pm

Yeah I hear you there. very different way of playing. and turn based does give you time ot sit back a bit and plan your strategy :).
Image
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Re: Krellans

Postby Sorensen » Tue Jan 12, 2010 9:34 am

Why do the Krellans shoot first? Obviously they have better sensors or faster reflexes (both biological and technological)! ;)
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Re: Krellans

Postby sgarbeil » Fri Aug 13, 2010 3:58 am

It seems to me that they must be able to detect an emergence, and automatically target the discontinuity. (Geek moment!). If that's the case, the shots should be significantly less accurate than with a scanned and locked target. Can they follow a starship through hyperspace? Sometimes it seems like the engine does that.
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