Page 1 of 2

UP (Under Powered) Ship Challenge!

Posted: Sat Feb 02, 2013 3:30 am
by EchoesofOld
Hey folks, in response to NatarYeahBuddy's OP ship "Challenge," I have decided to launch the Under Powered ship challenge! How far can you get on minimal systems?

If you have any suggestions for challenge variants, PM me and I'll modify this post!

Challenge One

Requires:
UP Ship
Standard FTL
FTL: Infinite Space*

Goal:
Get as far as you can with as many points as possible!

Points:
+1 for every hostile crew killed
+1 for every crew member dismissed
+5 for every weapon sold
+10 for every augment sold
+20 for every ship destroyed


Penalties:
-1 point for every fuel, drone part, or missile purchased
-5 points for every repair purchased
-10 points for every weapon/drone/crew member purchased
-10 points for every augment purchased
-20 points for every system purchased

*In this variant, get as far as you can before you succumb to the enemy

Re: UP (Under Powered) Ship Challenge!

Posted: Sat Feb 02, 2013 1:16 pm
by nataryeahbuddy
So we try to get the least possible amount of points?

Re: UP (Under Powered) Ship Challenge!

Posted: Sat Feb 02, 2013 2:56 pm
by EchoesofOld
nataryeahbuddy wrote:So we try to get the least possible amount of points?
Im sorry, I think I was kinda high when i wrote that... -__- Lemme fix it...

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 12:00 pm
by Sprute
So, there's only penalties for purchasing. then why don't we just start with full of crews, over powered weapons, drones, and augments and sell/dismiss them when it is possible? it seems to be overpowered ship sale challenge :roll:

No offense, Its still looks fun with vanilla ships. rename this challenge to hungry space and adjust rules for vanilla ships :mrgreen:

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 4:49 pm
by EchoesofOld
Sprute wrote:So, there's only penalties for purchasing. then why don't we just start with full of crews, over powered weapons, drones, and augments and sell/dismiss them when it is possible? it seems to be overpowered ship sale challenge :roll:

No offense, Its still looks fun with vanilla ships. rename this challenge to hungry space and adjust rules for vanilla ships :mrgreen:
Well...yeah, if you wanna completely cheat the system...

I can easily remedy that though. :P

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 5:40 pm
by shark
No you cannot, nothing can beat cheatmods.

This, while being a fun and illustrative idea, is essentially asking of us to play the game in a way that prolongs death - thus beating the purpose of being UnderPowered.

Because if you can float in an underpowered ship, it's not underpowered. It's balanced, and the thins around it are too strong.

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 7:08 pm
by EchoesofOld
shark wrote:No you cannot, nothing can beat cheatmods.

This, while being a fun and illustrative idea, is essentially asking of us to play the game in a way that prolongs death - thus beating the purpose of being UnderPowered.

Because if you can float in an underpowered ship, it's not underpowered. It's balanced, and the thins around it are too strong.
*sigh*..... I can see ive got some work to do here....

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 11:02 pm
by shark
What I'm saying is - the longer you survive in your UnderPowered ship, the less UnderPowered it really is.

Guess what happens when a 0 hull ship jumps to another sector.

On the other hand, if my modding career has shown me one thing it's that people get sick of cheatmods very soon, and that their authors - having exhausted the fun out of the game - leave. For some reason people that make cheatmods don't stick around very long, i wonder why.... :roll:

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 11:10 pm
by EchoesofOld
shark wrote:What I'm saying is - the longer you survive in your UnderPowered ship, the less UnderPowered it really is.

Guess what happens when a 0 hull ship jumps to another sector.

On the other hand, if my modding career has shown me one thing it's that people get sick of cheatmods very soon, and that their authors - having exhausted the fun out of the game - leave. For some reason people that make cheatmods don't stick around very long, i wonder why.... :roll:
Gee, I wonder. I've played with two OP ships and my only thought was "Screw. this. Where my NightHawk at?"

Only cheat ive ever used was a maxed profile to access all the ships.

Re: UP (Under Powered) Ship Challenge!

Posted: Tue Feb 05, 2013 11:25 pm
by shark
Everyone has a different feeling of balance... Some people like it in their favor, some others - against their favor. Then there's the group who enjoys level field as long as the new content is within some 'bounds' - again, of their own subjective feeling.

My MO was always to make something exactly as I envisioned it, and let people love/hate it. Taking suggestions is fine, but taking orders isn't - this comes down to pretty much taking suggestions you were already thinking about. Listening and trying to cater to too many people will double backfire on you - your work will be dilluted and some of your loyal fanbase will break off due to that very fact.

For example, look at the history of world religion. Look at history of starcraft - patch 1.08f and Brood War were the great schisms. I could draw this parallel from 1.0 to the latest 1.13.1 but the point remains that - once people get what they wanted, you're not gonna be allowed to change it even if at the cost of permanently losing that user. Because that's what users do, they pack up and leave (I wish, they will give you shitstorms about how "a perfectly good idea" / "their game" / "this mod that was once a classic" was ruined by you)