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A Battle for a Good and Just Universe.
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Author:Calm Drift (.Praetor)
IP:fjwilsonXXXX
Date: 01/17/00 11:01
Game Type: Other
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Report Rating: 9.0, # of Ratings: 1, Max: 9, Min: 9
Lifetime Rating for Calm Drift (.Praetor): 9.0000
Over at The Pages of Now and Forever (http://www.star-control.com), there is a designer-requested petition (http://www.star-control.com/petition/) asking who would be willing to buy a new Star Control title (by the ORIGNINAL dsigners).

If you've never played Star Control 2, it is arguably the best computer game of all time. GO SIGN THE PETITION!!

'Praetor' Fred Wilson a.k.a. Calm Drift of the Black Spathi Squadron (BSS)

To help garner signatures for this awesome game, I decided to take you on a little tour of Star Control Melee (this isn't even a fourth of the full game).

The Basics

Melee combat takes place between two fleets of selected ships, some weak, some strong, and each with an assigned point value to judge the relative fleets (from 5 to 30). There are a total of 25 ships to choose from, and you can't choose to fight with the Precursor vessel, your modifyable flagship in the main game.

The ships fight one by one, each admiral selecting a new ship from the fleet. So, of course, ship selection is important, as some are better versus others.

They fight from a top-down view on a 2D plane, which wraps around a planet (think of nine squares on a grid, with the middle having the planet). The planet is a strategic part of the game, providing a basis for gravity whip maneuvers, and also causing damage to any ship that runs into it. Also, at any one time there are at least 5 asteroids flying about the map at a moderate speed (unless you rammed one of them going very fast). These provide a certain random element, and can really ruin someone's plans.

The Call to Arms

The alarms rang loudly in my head, All hands to battle stations, all hands to battle stations! This is not a drill, repeat, this is not a drill! I was overjoyed at the prospect of the upcoming battle. We had been waiting so long, the crew and I. While paradise had not been found yet, we could fight for it. Code Red! All forces to remain at maximum alert, everyone's going in! Toys For Bob, the designers of Star Control 1&2 were asking for a petition, a petition which could determine the future of the quadrant. Calm Drift, this is Atarax. We need everyone we can get on this, try accessing the Blizzard community using your alter-ego. I ignored the message, having already lept into action. My outbox for e-mail rapidly filled with messages sent. I was going to message every web site gaming-related if it took me all day.

I bring you this presentation as part of my ongoing battle. Anyone who likes this report, and thinks they would buy a new Star Control title (by Toys for Bob, who were NOT repsonsible for SC3), go to http://www.star-control.com/petition/ and SIGN! Also, if you have never before visited The Pages of Now and Forever (www.star-control.com), they have content that would make even StarCraft.org drool. I particularly recommed the 3D video renditions.

A Heroic Battle

My friend, Screaming Vortex (Vortex for short) selected forces of good, hoping the fact that his fleet should win, morally, would help him win. His ships were (for those who know SC2:

(2) Chmmr Avatar (worth 30 points each)
(2) Utwig Jugger (23 each)
(2) Shofixti Scout (5 each)
Earthling Cruiser (11)
Syreen Penetrator (13)
Arilou Skiff (16)
Spathi Eluder (18)
Melnorme Trader (18)
ORZ Nemesis (23)
Supox Blade (16)
ZoqFotPik Stinger (6)

Totalling a massive 239 points. To counteract Vortex, I took a fleet of piratical and mercenary intent. I also gave Vortex about a ten percent handicap, as I am quite experienced in ship-to-ship combat. My fleet included:

(2) Druuge Mauler (17 each)
(2) VUX Intruders (12 each)
(2) Ur-Quan Kzer-Za (30 each)
(2) Shofixti Scout (5 each)
Earthling Cruiser (11)
Mycon Podship (21)
Slylandro Probe (17)
Ilwrath Avenger (10)
Androsynth Guardian (15)

For a total of 212 points, and one less ship than Vortex. His fleet was strong, with a heavy relaince on Chmmr Avatars and Utwig Juggers for almost half his points. My fleet, on the other hand, was balanced, with ships that could defeat his big guys. Of course, if he got all my counters and still had an Avatar or Jugger left...

The Initial Skirmish

Both Vortex and I selected the random ship selector to start the map. For the first player (Vortex) it is a matter of necessity, for I will pick a ship that is the counter to his if he picks. I could select a ship to start with, but there is no real advantage, and it is a point of etiquette for both players to select random.

We warp in at long range from each other, with the planet between us. A quick glance at the planet shows a deep blue, almost the color of space. An Ultramarine planet, a good source of minerals had I been playing the adventure game. The type of planet really has no strategic difference, but it's interesting to see what type one gets.

My first ship is the Shofixti Scout, the cheapest and smallest ship in the game. With 6 crewman (6-42 for all ships) and 4 energy (4-42 energy), there's not much complexity to it. It has a medium range, forward-firing, 1-point of damage gun. Not going to do much before the Scout dies. Luckily, the special weapon is a Glory Device. Press the special weapon button, and the captian of the Scout throws a switch (there are pictures of the captains piloting, along with ship portraits and stats on the left side of the screen, making the battle area square). Press it again, he throws the second switch. Press it a third time, and he detonates the Glory Device, an immensely powerful suicide bomb. That's right, I'm piloting a flying bomb.

Curiously enough, so is Screaming Vortex. We both had two Shofixti in our fleets (you get plenty of bang for your buck), so the odds were actually rather good. Both of us automatically throw the first two switches on our Glory Devices. The following battle is rather pointless, but interesting anyway. I start flying close below the planet, and Vortex heads the same way. We both hope to use our small dart guns in the dog fight ahead, and maybe the other guy will not hit the detonate button in time.

I make it to the planet first, and hit the thrusters going by it. The gravity whip turns me up a bit, but the biggest change is my speed, which is now very fast. I turn to strafe the enemy Scout, firing my gun as fast as it can go. Unfortunately, the Scout has a very good turning speed, and Vortex has used that to his advantage. Consequently, his fire streams across my path, while my fire is spaced out due to my speed. I lose one crew on the pass.

Vortex immediatly follows me, moving away from the planet. I turn as well, thrusting for a few seconds to counteract inertia, then heading for him. We both fire head on, hitting each other twice on the sides, until our fire patterns merge and annihilate each other. Vortex is up 3-2. He also turns quicker than I do, getting a shot off on my side, leaving me with only two crew. Knowing the chances of my winning this dog fight have now lowered significantly, I detonate my Glory Device on the next pass, doing more than enough damage to finish the enemy Scout off. The harmonic twinkling of a Shofixti Eulogy follows the battle, and I am left to pick my next ship first.

Quick and Dirty

Now, even if I pick random, the ship that is selected will be shown to Vortex, so I decide on the one ship I don't mind losing. My Mycon Podship. The red, spherical Podship is one of the fews ships that is really over-priced. It has a very powerful heat-seeking Plasmoid as its main weapon, taking half of its 42 energy, and a special of regenerating four of a maximum twenty crew, using all the energy. Though this sounds good, the Podship is near useless against some ships due to the slow movement and degeneration of its Plasmoid, medium speed, and a lackluster turning radius. It can also damage itself if it runs into its own fire.

Hoping for a decisive victory, Vortex selects his Syreen Penetrator. The orange Penetrator is a rocket-shaped ship piloted by space vixens. It has a dinky forward-firing gun that does two damage (from 16 energy, which regenerates quite quickly). What makes this ship great, is its ability to steal crew. It starts with 12 crew, but has a maximum of forty-two. The special weapon is a 'song' which, if the Syreen is in close range, will cause your crew to make for the escape hatches to jump ship and join the buxom Syreen.

We warp in annoyingly close to each other, Vortex's Penetrator right behind me. Cursing, I accidentally jump the gun, with the enemy so close, and fire my main weapon. A small white ball exits my ship just as the shrill sound of the Syreen call is heard through my computer's speakers.

I have to immediately thrust forward and to the left, so the Plasmoid, which is circling around to get towards the Syreen, does not take me out. In two songs, the Syreen has managed to coax ten of my crew away from my ship, and has stayed around to pick them up, allowing me my getaway. Inside, I cheer as my plasmoid has circled around to the enemy. Each Plasmoid has the potential to do up to ten damage, but degradation over time, and damage from one of the Syreen's shots has reduced the potency to six crewman.

The Syreen isn't ready to out run it though, and half her crew die. My cheer ends as Vortex pilots the Penetrator to pick up the eight crew left behind, and I have to face a stronger, 14-crew person Syreen. I learn my lesson on watching the opponent too carefully as I hit the planet just before I was about to get to the edge of the screen. The planet does damage according to how many crew you have, and with twelve left, it does four damage to me. What's more, it has stopped my escape, and Vortex's Syreen is heading right for me.

I thrust and turn, trying to escape the planet's gravity field, getting off one shot while facing perpendicular to the Syreen's position. Only partially successful, I impact the planet one more time before setting myself into what would have been an orbit. Vortex circles around the other side of the planet, avoiding my shot, and draining more crew. Luckily, I am in a gravity well, so those crew will burn up in the atmosphere, rather than serve the enemy. Just before shooting me for the last time, the Penetrator drifts across the front of my ship, and I scream in frustration as I die before getting a devastating shot off.

The Terrible (but quick) Death of the Space Vixens

I have several options against the Syreen. Another Shofixti, for one. But two of my relatively weak ships would be good at taking the Penetrator out and not necessary for future battle. One is the Earthling Cruiser, a slow vessel with a long-range homing nuclear missle (four damage), and a short-range, weak point-defense laser. The other is the Slylandro Probe, which is one of two fastest ships in the game, and armed with a lightning weapon, slowly degrading the enemy's hull. The Cruiser should be able to get some shots off from afar, and, of course, it is great fun to be able to waste your own crew with the point defense laser when they abandon ship to the Syreen's song. Despite the hilariousness of this maneuver, I choose the Slylandro. While it will have to close to fight, it is an entirely automated ship, the only one in the game immune to the Syreen's call.

I warp in on the opposite side of the screen from the Penetrator, which is thrusting out of the planet's gravity well. I immediatly set an intercept course, heading as straight as possible for the enemy. Controlling the Probe is odd, because it always travels at top speed. The thrust button does an immediate reverse of course, while the turning buttons can only curve the course, not rotate the ship. Physically, the ship is two red balls connected by electrical discharge and two small balls. The two large spheres are constantly tumbling over each other.

I tumble my way straight at the orange menace, who shoots at my incoming form. Once I close, I immediatly unleash my lightning weapon, and beging to circle the Syreen. Vortex got two lucky shots off as I came in, bringing my crew (automated, of course) down from sixteen to twelve. The rest of the fight is just brutal. I utilize my turning to get behind her (while firing with my erratically homing lightning weapon), and then turn and reverse thrust to stay behind her. With only fourteen crew, I manage to kill them all with my full battery.

After the Penetrator blows up, I race through the cosmos during my victory music. I am lucky and find an asteroid through my short period of travel, and use my special ability to destroy the asteroid, energizing my weapons batteries (energy). The Probe does not regenerate energy on its own.

Higher Stakes

Screaming Vortex has three real choices, neither of them good. He can choose a ship he doesn't care so much if he loses (as long as mine goes down), that will probably take out the Probe. Not a good choice, because if his gamble fails, he has to sacrifice another ship I probably have a counter to. Second, he could go with his last Shofixti Scout. Almost certain to kill me, but he only has one more suicide vessel, and probably wants to save it for blowing up something more important than my Probe. Last, he could use a Chmmr Avatar, one of only three thirty point ships, which would guarantee victory. The problem is, I am then free to choose a counter to one of his most powerful ships.

The Chmmr has 42 crew, 42 energy, medium speed, decent turning speed, an incredibly powerful short range laser, a special ability to become a gravity well, drawing in the enemy ship. In addition to all that, it has three autonomous ZapSats which look like wing nuts and circle the ship. Each is equipped with a rapid-firing very short range laser that can intercept enemy fire and do damage of its own, one of those takes eight to ten damage to kill. You can see why it is a 30 point ship.

I head my Probe directly for it. What would be the point of staying away from it all day? I use my speed to close on the side of the Chmmr (with my instant acceleration, the gravity well will have almost no effect on me), and start my lightning. Some of the strands are hit by ZapSat fire, but the little satellites concentrate most of their fire on me. In short order my Probe is destroyed, no big surprise there. I check the damage to the Chmmr Avatar. Three crew (of 42) are dead. Not bad at all for a Slylandro Probe...

Why Big Ships Can Stink

While there is no ship that is designed to defeat the Avatar, there are some that are very effective at it. Chief among these ships is the Druuge Mauler, of which I have convienently chosen two for my fleet - the same number as Vortex's Chmmr. The Mauler has 18 crewmen, and about 30 energy. The ship looks like one big gun barrel with a small scope attached. This is accurate. It fires a very powerful (6 damage) rail gun that has nearly the range of the screen, and takes a measly four energy to fire. The problem with the ship is that has a slow speed, slow turning speed, and slow energy regeneration. Which brings me to the Mauler's special ability. You can sacrifice one of your crew to the furnace to gain half your energy back. Nice little screaming sound goes with use of the special. There is one odd quirk about the ship... the recoil. Whenever you fire, your ship noticably accelerates backward, due to the recoil. Additionally, if you hit the other ship, it will noticably accelerate in the direction the bullet was going. This effect helps nullify the gravitational pull of the Avatar.

The gravity beam is the first thing Vortex uses, and rightly so. I start (as usual) near the other end of the screen from Vortex, though not facing towards him. It takes me some time to turn in his direction, by which time I am heading a quite a good clip (because of inertia, gravitation can get you going faster than your fastest speed under your own thrusters). This forces me to fire three times in his general direction, but without hitting him, just to slow down. A few more turns, and I am facing towards the Avatar, a big ship. The Chmmr vessel does the only thing it can do, that is chase me and try to draw me in with the gravity. I'm in the position I want to be though, and fire three times at the enemy. The first shot is a little wide, but hits a ZapSat, with the reassuring sound of a blast. The second two hit the Chmmr dead on, and I am slowly drifting away from the enemy.

12 down, 30 to go. Standard anti-Druuge tactics for the Chmmr would now be to circle around to the other side of the map, trying to use my momentum to aid a try at gravity pulling. Of course, no Chmmr tactic is that effective vs the Druuge. Still, I find it odd when Screaming Vortex has his Avatar continue to chase me and pull at me with his gravity weapon. I fire another time to counteract the pull, when I think I am lined up correctly. The Druuge is THE ship for sharp-shooters. I, however, am slightly off. But only slightly. I manage to hit the already damaged ZapSat, destroying it and leaving only two to circle the Avatar.

Suddenly, I see what Vortex saw. An asteroid hits my Mauler from behind, propelling it forward towards the waiting laser of the Chmmr Avatar. Oops. Frantically, I fire my gun, only to find that the last seven shots have left me short of battery. I quickly throw a crewman into the furnace (gotta love the slave-trading Druuge), and rapidly press the fire button, getting off four shots.

Nonetheless, the inertia from the asteroid and gravity, plus the extra time it took to throw a crewman into the furnace and fire at the Chmmr cost me. I lost ten crewman to the laser (plus one to the furnace), taking me down to seven. Still, three of my shots (a high number) impacted the Chmmr, and he was down eighteen crew to twelve.

I played it safe for the rest of the match, keeping at a medium distance and firing only when necessary or I thought I had a good shot. I had to throw away another crew (down to six), but when my last three shots destoyed the 'best ship in the game', it was worth it.

Ah, yes. The Hunams (no, that is not misspelled, play the game).

With my Druuge at only six crew, the obvious choice to finish it off without taking damage from the big gun is the Earthling Cruiser. The Cruiser has 18 crew, and 16 battery. The main weapon is, as mentioned, a homing nuke which does four damage (and costs eight energy to fire). It is very slow, but has an excellent turning radius.

The Cruiser warped in at a medium distance, immdiately rotated quickly and fired two F&F nukes (Fire and Forget) in my general direction. I tried to thrust down to an angle at which I could at least have a decent chance of hitting the cruiser, but it was too late. The two long, white missiles quickly reached me and impacted my sides, blowing my Mauler to smithereens. Argh. Had I been thinking well, I would have sacrificed a crew, and shot several times to get myslef going fast enough to out run the missile, but that would probably just have delayed the inevitable.

And The OTHER Race From Earth

I have several choices versus the weak cruiser. The best two would either be the 10-point Ilwrath avenger, which is slow, but has a powerful close attack and cloaking (keeps missiles away), or the Androsynth Guardian. The Androsynth are a race of cloned men who escaped slavery in the 2070's (I think), and hate Earthlings. I chose the Androsynth. Their ship is slow, but not horribly so, with a decent turning radius, 20 crew, 24 energy. Their main weapon is to produce a scattering of Chaos bubbles, which look like a cloud of soap bubbles, but do two damage and are erratically homing (and slow). But the REAL main weapon is the Guardian's special, which collapses the squat starship into 'Comet' form. This blazing blue and pink ship then rams the opponent (each impact doing three damage) into submission, until the energy runs out.

My Guardian warped in at short to medium range this time, and Vortex had the good luck of his Cruiser facing my ship (not that it was that much luck, he has a good turning speed). He immediatly fires a missile, which hits me just as I press the special button, transforming into comet (or blazer) mode. Darn. I really don't expect to lose to the Cruiser, but if I can lose few crewmen, I can possible win the next battle and the standard pattern of tradeoffs.

I circle quickly with my Androsynth, being as fast as a Slylandro Probe in this form, though not as manueverable. The Androsynth-Earthling battle is quite variable. While the Androsynth will almost always win, the Earthling can cause more or less pain depending on the circumstance. Vortex was not a bad player. I caught him with a broadside (the Earthling is a long and thin ship), and bounced off him twice, causing six damage. But the Cruiser turns quickly, and turned its thin side to me, causing me to rocket past its end, all the while causing two damage to my ship with tiny point-defense lasers.

I circle around again, worried about running out of energy against the Cruiser, and hit the enemy right on the nose. This isn't good, because the Cruiser has a round nose, and I only get one hit off. I depart again to manuever, knowing I am almost out of battery. On the next pass, the Cruiser still hasn't accelerated yet (it is very slow), my Androsynth smashes into the Earthling's side twice, and runs out of energy.

Vortex now shows me why I haven't taken more than two point defense damage, and turns the Cruiser to fire a missile at point blank range, hitting my Androsynth. However, he has still made the mistake of not thrusting, and we are facing right at each other. I hit my special again, and use a measly two points of energy to lurch forward, do the last critical three points of damage, and destroy the Cruiser. Still, Vortex did well all in all, doing an impressive ten points of damage. But unlike most Androsynth endings, where a Comet-form ship flys around waiting for the energy to run out, I have time to charge some battery as the victory music plays and the next challenger enters protracted orbit around the planet.

This Is Star Control II

Vortex's next choice was interesting, and made it clear that he had played Star Control I. In this game, the Arilou'la'lee'lay (Arilou) Skiff was one of the best vessels to use against the Androsynth. In that game, the Androsynth was somewhat slower, and less maneuverable in Comet form. This was perfect for the Skiff, which is a medium-power ship, with only 6 crew and 20 energy. It is a small circular vessel (think traditional UFO), with a short-range weak laser. The energy regeneration is a bit below-average. A bit under-impressed? Don't be. The Arilou, against most ships, is extremely effective. First off, the laser is auto-aiming, which means the Arilou is one of few ships that can be running away while firing (or going anywhere...). Second, the Arilou has an inertia-less, gravity immune drive. It can turn (and STOP!!!) on a dime, asteroids are not much of a hazard, and the good speed and excellent turning rate make this one maneuverable little bastard. Oh, and what's the special ability. For three energy, the Arilou will instantly warp to any random point on the map, in most cases completely escaping any imminent danger (careful, about one every fifty warps or so, the Arilou will emerge in the same space as a planet or asteroid, though never the enemy ship. This causes instand death for the Arilou). Yes, the Arilou is a pain to fight, and a joy to fly.

Vortex's skiff starts out a medium distance away from my Guardian. I immediately formulate a plan, and start thrusting away from the Skiff. I'm going to do something you rarely see an Androsynth do-use its main weapon. As the Skiff gets close, I release about three-fouths of my energy, creating eight chaos bubbles which shake their way towards the Arilou (erratic, I told you). This not being entirely unexpected, the Skiff edges around the bubbles, heading around them and back towards me. This is what I am expecting, and I turn a little to make it look like I am going to run away. The Skiff approaches my slower form, and starts raking my side with the auto-aiming laser. I take eight damage, but the Arilou does what I had hoped: the Skiff came within one turn of the front of my vessel. I turn towards the Arilou and quickly turn into the Comet form. Taking the Arilou by surprise, I get one hit off before it warps to safety.

Safety, in this case, is not too far away. I move my ship back towards the bubble cloud, taking refuge in that when the alternate form wears off. I hide in that bubble cloud for the rest of the match, releasing new bubbles whenever I have energy. The slow disappearance rate of the chaos bubbles means at least six are around me at any time. The Arilou darts in, about, and finally manages to take down the last two of my crew, though it takes damage from one bubble.

A Simple Case of Mathematics

An Arilou with one crew can be almost as annoying as an Arilou with six crew. Heck, lots of weapons do six damage, making it almost equal. The real key with the Arilou is not how much damage you do, but if you do damage. So I choose my Earthling Cruiser.

The Cruiser is most notable for its tracking missile, but in many fights against a friend who likes the cursed little Skiffs, I have learned that it is a cost effective way (11 points to 16 points) to kill the buggers off. Point defense is the key. It is about the same range as the Arilou laser, though it has a slower firing rate, and takes more energy. I sit stationary with my Cruiser until the Arilou approaches, holding down the special key. Accepting the inevitable (with the Point-Defense held down, not even an asteroid will move me), the Arilou comes up firing, and does one damage at the same time I do one damage to it. Battle over. At the end, I accelerate since it is generally a good idea for the Cruiser to be running away (and nuking from a distance).

FRUNGY! FRUNGY! FRUNGY! (again, play the game)

There are many options against the Earthling Cruiser. It is, really, a weak ship. Yet almost everyone has one in their fleet. Why? It's a great finisher. If you just didn't do that last eight damage (two missiles), the Cruiser works great against most ships. And, unlike the Shofixti, the Cruiser can do some damage at the start of the next battle, before it gets wasted.

Since just about all of his remaining ships will do well against the Cruiser, Screaming Vortex does the logical thing and chooses his cheapest ship, the ZoqFotPik Stinger. The Stinger has decent speed, an excellent turning rate, and great acceleration. Acceleration, you ask? Why, yes, one of the little extra variables. This ship goes top speed almost instantly, and turns almost as easily as the Arilou for that reason (though getting it to stop moving is a pain). It has 10 crew, and 10 energy. The main weapon shoots forward. The individual shots are straight, but the weapon itself has a minor spreading effect, making the ship decent for strafing. The real power of the ship, if you can ever use it, is its special ability (see a trend here?). The Stinger, when in very close range, can attack with a 'tounge', a small proboscis that comes out bores a hole into the enemy ship and vents plasma. Net result: 12 damage. Problem is, it is tough to do. But if you can... hehe, can you laugh at your opponent for being tounged.

And the Cruiser is one of the favorite targets for this tounging. It's slow, and doesn't pack much of a punch unless over a long period of time. First thing I did, of course, when the Stinger warped in, was fire two missiles. The best way to avoid the missiles (which don't have the best turning) is to head straight for them, then turn to the side at the last minute. This worked on the first missile, but the second started turning to compensate for the first dodge, and clipped the edge of the bulky (for its size class) ZoqFotPik vessel. Four down, six to go.

The Stinger kept coming, so I launched another missile. It dodged that one as well. The enemy was dangerously close, so I turned away and hit the thruster in a vain attempt to increase my already maximized speed. On the attack run, the Stinger fired its spread gun, and I neglected to point defense, taking three damage.

"Bleh." The Stinger hadn't fired as much as it could have, to save up energy for a tounging. Luckily, I had seen it coming, and just as the ZoqFotPik ship approached my ship's rear, I utilized my turning speed and showed him my broadside, getting me just out of range. I dedcided to point defense as well, and do four damage with a full battery.

"Bleh." *Tremendous sound of explosion* Still, there's only so much you can do. The ZoqFotPik got right up to my hull, where turning wasn't going to help, and tounged again. I go down twelve crew, to just the captain and first mate. A few spread shots later, and one point defense retaliation, and my ship is history, but leaving the ZoqFotPik with only one crew.

Muahaha

Possibly the only thing more humiliating than being tounged to death is being shot down by the lowly Shofixti, the flying bombs Screaming Vortex and I had started with. I warp in an average distance away, and we start to close. With some ships, whose fire is not very swift, ships will have a habit to close a bit together, sweep back to a parallel path, and close again. We did a bit of that, finally circling each other and strafing. The combat was fairly straight forward, Vortex got lucky and scored three hits on me, I got a hit off on him. Dead ZoqFotPik.

It's all about execution.

Vortex selected his Supox Blade, a lithe little ship. Longer than it is wide, the green vessel is flown by plant organisms. It has a rapid-firing one point of damage gun with long range (little green organic 'seeds'). It has good speed, very good turning, 12 crew, 12 energy, and its special ability is to reverse thrust and strafe. When the special is held down, the ship will thrust in reverse when thrust is pressed (half speed), or strafe to the side pressed (quarter speed). Against the Shofixti, the plan is simple. Advance to within range, firing and strafing, using the special to keep out of range.

We maneuvered for a bit. Both of us would charge, I'd get closer until I thought there was danger, and then run away, firing a few times to make it look like that was the point. He came close to succeeding, giving two damage, until he made the crucial mistake. Though the agility of the Blade is phenomenal, controlling the cursed ship is not easy. On the last attack run, Vortex forgot to stop thrusting (how you move backwards with the special) when he released the special to turn (can't turn in that mode, only strafe) away from me. As such, he shot forward before turning too much, getting close enough to my Shofixti vessel, which immediatly suicided, taking out the more expensive vessel with much glory. Yes, I will remember that little marsupial. For the rest of the match anyway. Or for a few seconds.

A Mistake.

The board has been cleared. But as usual when a Shofixti suicides, the non-Shofixti gets to pick first (not a good thing). So Vortex looks at what I have left. Two Ur-Quan (Kzer-Za), two VUX (Very Ugly Xenoform), one Druuge Mauler, and one Ilwrath Avenger. One ship he has that does fairly well against all these vessels is the Utwig Jugger. Indeed, Vortex has two of them. Actually, the VUX does quite well against the Jugger... at times.

I choose the Ur-Quan Kzer-Za, which is a surprise. Against one used to playing the computer, the Ur-Quan is one of the easiest ships to beat with the Jugger. The Ur-Quan has moderate speed and turning speed, 42 crew, and 42 energy. The main weapon is a medium to long range straight forwards shooter, a large fusion bolt which does six damage. The secondary weapon is to release two crew in fighter craft, which go to the enemy and attack with laser guns, until they retreat back to the mother ship after losing fuel. The fighters are rather frail. One damage will take them, as will an asteroid, or any other collision (they do avoid the planet-new since SC1).

The Utwig has 20 crew, and 20 (max, starts with 10) energy. It has slightly faster turning than the Ur-Quan, but is slightly slower. Its main weapon does not take energy, rather shoots at about the same range as the Ur-Quan, with a slower cooldown. The weapon is a series of six guns across the front of the large, squat Jugger, each doing one damage. The special ability is what makes this ship worth 23 points, at a bargain. It is a shield which, when activated, robs the Utwig of defensive power, but absorbs and nullifies all attacks. The Utwig has no energy regeneration, but damage to the sheild results in an energy gain for the Utwig. Against a computer Ur-Quan, which launches no fighters (because of the shield), you simply head up, take tons of damage (energy) from the fusion guns, and unload when the Ur-Quan is out of battery.

I didn't plan on playing that way. We started fairly close, but out of range, so I immediately headed away from the Jugger, and launched fighters ("launch fighters"). Specifically, I launched two fighters. Which, in most cases, will do no good. I mean, two fighters? Piddly. Piddly was what I wanted.

As expected, the Jugger opened fire on the fighters as they were incoming. This is not a guaranteed act, despite the wide breadth of fire a Jugger enjoys. There are spaces between each spot that fighters can often slip through. But not this time. Both fighters are shot down, so I launch another pair. This time only one fighter is shot down, and the other takes up position on one side of the Jugger ship, and starts plinking away with its laser. For the first two shots, the Jugger just keeps following me and shields. Then he realizes that it takes more energy to keep the shield going than my little fighter can do. He loses about half of the level before he turns off the shield, and rotates while firing until the fighter is shot down. He took three damage. Compared to my four. I have twice his crew, I can take that sort of loss. I launch another pair of fighters.

No reason for the Jugger to sit there and take the abuse, though. The enemy ship immediately changes course and heads up on the map. I turn to chase at a respectable distance, wondering what Vortex has up his sleeve. The Jugger approaches the planet, gravity whips, and it becomes all too clear....

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I'm tired, and I've done enough today for the cause. If I find ten entries with (CDBR) in them in the petition (real entries, you gotta be willing to buy that game when it comes out =), I'll finish the rest of the battle, though I did 3/4ths already (I think). Hope you like, action games aren't nearly as easy to BR as strategy. http://www.star-control.com/petition/ (someone make a clickable link in the comments section, please). Lastly, Johhny, I posted a half-BR because of a Send Report mistake. Could you (or Mark4 or YRM) delete that?
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