This topic is for discussion of map #561: Boxed Boxes Boxing
(http://knucklecracker.com/particlefleet/queryMaps.php?query=thumbnailid&id=561)
Author: Sorrontis
Size: 287x287
Desc:
I'm losing my mind! #NoPRPL
A little question to those that played this map... which power source did you start at [10,12,14,16,20]?
EDIT: For those wondering, I started at the 10 power source ...
Spoiler
making it a little slow to start, but you have access to a "Porter" and 2 "Omni" pickups very quickly if your smart about it (+ the amp gem). Also, the 'Phoebes" pickup can be grabbed right after those other 3.
QuoteI'm losing my mind!
Didn't want to say anything but the signs have been there for a while...
WOW! Looks nice! :)
Quote from: D0m0nik on January 19, 2017, 02:53:16 PM
QuoteI'm losing my mind!
Didn't want to say anything but the signs have been there for a while...
Ha! ... :-\
Started at 16.
Not so bad once I captured 20. 20 seems like the best one to start.
A strange experience - I could probably ignore a lot of land and mines on them and that would make my playthrough much faster. But it really rubs me the wrong way to leave land unmired and mines unclaimed, so I went veeeery slow.
Starting Photonships are crazily powerful in this scenario. I think 90% of the map were cleared by three ships - two Photonships and HQ.
I like how two rather simple things - doppels and fields - can produce interesting image.
Huge square SHIP is just ridiculous. Amped up Exp. 32 with the help of lots of other ships took way too much time to slowly wear out this monstrosity.
For me it was too hard and impossible to play with Your combination of ships and I gave up :-[
But then I played in SANDBOX MODE with my fleet and enjoyed very very much! All ideas in this game (design, scenario, effects, good balance of game playing etc.) - really awesome! Especially totems under strongest enemy ship was cool! 8)
Surely 10/10 and big thanks for creating excellent game! :)
This mission is the box :)
One of my favourite maps to date but I suspect the score is a little low because of one problem. The game has a steady pace throughout and is consistent but the big unit is out of proportion to the rest of the map. Stickman is right, it is kind of ridiculous. If this was a pure pro map then it would fit but here you are bumbling along very happily ticking off emitters when suddenly you hit a brick wall! It is enough to throw the map out of balance I think. I started building EXP27 early and so was able to just ram it but it took a fair few goes!
Having said that I love it! The multiple starting points make it amazing and there is no obvious strategy at all, endless possibilities which I am sure you were aiming for and is my favourite attribute of all virgil games. I started at number 12 but didn't like being surrounded on all sides so restarted at 20, power is good for getting some ships up.
Love to know RrRs strategy, amazing time!
Quote from: D0m0nik on January 20, 2017, 03:07:23 PM
One of my favourite maps to date but I suspect the score is a little low because of one problem. The game has a steady pace throughout and is consistent but the big unit is out of proportion to the rest of the map. Stickman is right, it is kind of ridiculous. If this was a pure pro map then it would fit but here you are bumbling along very happily ticking off emitters when suddenly you hit a brick wall! It is enough to throw the map out of balance I think. I started building EXP27 early and so was able to just ram it but it took a fair few goes!
Having said that I love it! The multiple starting points make it amazing and there is no obvious strategy at all, endless possibilities which I am sure you were aiming for and is my favourite attribute of all virgil games. I started at number 12 but didn't like being surrounded on all sides so restarted at 20, power is good for getting some ships up.
Love to know RrRs strategy, amazing time!
The block ship was a little unbalanced.... It wasn't a problem for me because I knew the trick to get rid of it. I... I didn't think before publishing about its possible pace unbalancing effect. Shoot.
Just my opinion, some may have loved it as it has a 'boss ship' element to it. I don't think it distracts too much form a fantastic map!
I think you should make another one like this though as the concept is fantastic, perhaps circles instead of squares?
Dodecahedrons!
:o :o :o :o Cheeky!
Quote from: D0m0nik on January 20, 2017, 03:07:23 PM
Love to know RrRs strategy, amazing time!
Spoiler
Why start with just one mine? Go grab a bunch while waiting for your ships to build. Oh, and try not to let the enemy derelicts trigger, they kind of spoil the party
Quote from: D0m0nik on January 20, 2017, 03:07:23 PM
One of my favourite maps to date but I suspect the score is a little low because of one problem. The game has a steady pace throughout and is consistent but the big unit is out of proportion to the rest of the map. Stickman is right, it is kind of ridiculous. If this was a pure pro map then it would fit but here you are bumbling along very happily ticking off emitters when suddenly you hit a brick wall! It is enough to throw the map out of balance I think. I started building EXP27 early and so was able to just ram it but it took a fair few goes!
Having said that I love it! The multiple starting points make it amazing and there is no obvious strategy at all, endless possibilities which I am sure you were aiming for and is my favourite attribute of all virgil games. I started at number 12 but didn't like being surrounded on all sides so restarted at 20, power is good for getting some ships up.
Love to know RrRs strategy, amazing time!
with an amp Exp32, and the schflak, you can soften up the big unit before ramming it with the EXP27. your time is 3 times better than mine, so part of me was like, meh I shouldn't reply, but I disagree with you about that "boss" being the difficult part of the map. now , if the big unit had Mk7s and reactors...
personally, I had a lot of trouble at the beginning of the map. in fact, I would say that for most of virgil games (CW/particle), it is usually the beginning that is the hardest.
For the large one:
Spoiler
Set up some Omnis to clear some mire in that square. Gradually rebuild them under it, until you take the spawner.
Then you can use "the costly move" to clear the ship (with the Porters allowing you to not so much as break stride), and your Omnis have a clear route to the Totems.
Of course, I don't play for time, but this seems like the easiest route.
A good map, Sorrontis.
Hating this map. You need the large ships to attack the emitters, but there's too little space to maneuver and you have to keep the dischargers in the back.
I gave up in frustration after getting hit by the third nullifier in a row, first two hit the CN and the third the EXP27, and it all rebuilds and moves soo sloowlyyy that it's no fun at all.
I know I could speed up things by reassigning gems from omnis to CN/EXP27, but I'm too frustrated to try that, particularly because it does not solve the stray stunner hit problem.
(Stunner on EXP27 which is right besides the emitter to keep it under control so I can lathe it... is instagib.)