Article View: alt.games.descent
Article #463Re: PARALLAX: things descent *really* needs
From: Jason G Fourier
Date: Thu, 02 Feb 1995 05:05
Date: Thu, 02 Feb 1995 05:05
18 lines
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1793 bytes
Excerpts from netnews.alt.games.descent: 1-Feb-95 Re: PARALLAX: things descen.. by Andy Neitzke@student.pri > I agree, this is definitely something which should be addressed. Another > possible solution might be to increase the amount of energy which is released > when a player's ship is destroyed. On the other hand, this could lead to a > bad situation in which the big bad aggressor keeps killing the poor hapless > little guy and grabbing more and more energy from him, so it had better not > be TOO much energy. I have to disagree on this one too. I like it just the way it is -- if you're low on shields, you have to pound them out of the other guy. No whimpy waiting in a corner while you slowly regain your defenses. And the meager return for killing someone is acceptable as well. It means that if you see your opponent heading for some shields, then you'd better get there first before you start to attack him. It makes it all more exciting. -Jason Fourier
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Path: mbox-mo1.pugleaf.net!nntp.gmd.de!dearn!blekul11!idefix.CS.kuleuven.ac.be!ub4b!EU.net!howland.reston.ans.net! vixen.cso.uiuc.edu!news.cts.eiu.edu!news.ecn.bgu.edu!newspump.wustl.edu!fas-news.harvard.edu!das-news2.harvard.edu!casaba.srv.cs.cmu.edu!bb3.andrew.cmu.edu!andrew.cmu.edu!jf4z+ From: Jason G Fourier <jf...@andrew.cmu.edu> Newsgroups: alt.games.descent,comp.sys.ibm.pc.games.action Subject: Re: PARALLAX: things descent *really* needs Date: Thu, 2 Feb 1995 00:05:25 -0500 Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA Lines: 18 Message-ID: <8jA6UJO00iWTQD18xd@andrew.cmu.edu> NNTP-Posting-Host: po6.andrew.cmu.edu In-Reply-To: <1995Feb1.034826.14886@Princeton.EDU> MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit