>From majordom Fri Dec 19 15:26:15 1997 Return-Path: <owner-logh@CSUA.Berkeley.EDU> X-Received: (from majordom@localhost)=20 by soda.CSUA.Berkeley.EDU (8.8.8/) id PAA13602 for logh-outgoing; Fri, 19 Dec 1997 15:26:12 -0800 (PST) env-from (owner-logh@CSUA.Berkeley.EDU) X-Received: from robot.csie.ntu.edu.tw (robot.csie.ntu.edu.tw [140.112.30= .184])=20 by soda.CSUA.Berkeley.EDU (8.8.8/) via ESMTP id PAA13588 for <logh@CSUA.Berkeley.EDU>; Fri, 19 Dec 1997 15:25:57 -0800 (PS= T) env-from (r3506011@robot.csie.ntu.edu.tw) X-Received: from lin (h207.s172.ts.hinet.net [168.95.172.207]) by robot.c= sie.ntu.edu.tw (8.7.3/8.7.3) with ESMTP id HAA01355 for <logh@CSUA.Berkel= ey.EDU>; Sat, 20 Dec 1997 07:32:55 +0800 (CST) Message-Id: <199712192332.HAA01355@robot.csie.ntu.edu.tw> From: "Shih-Schon Lin" <r3506011@robot.csie.ntu.edu.tw> To: <logh@CSUA.Berkeley.EDU> Subject: Fw: Comment on the Gin4 ex game! Date: Sat, 20 Dec 1997 07:29:00 +0800 X-MSMail-Priority: Normal X-Priority: 3 X-Mailer: Microsoft Internet Mail 4.70.1161 MIME-Version: 1.0 Content-Type: text/plain; charset=3DISO-8859-1 Content-Transfer-Encoding: 8bit Sender: owner-logh@CSUA.Berkeley.EDU Precedence: bulk ReSent-Date: Thu, 5 Mar 1998 18:38:44 -0800 (PST) ReSent-From: Hank Wong <hankwong@soda.CSUA.Berkeley.EDU> ReSent-To: LoGH List Archive <mhyperl@dau.physics.sunysb.edu> ReSent-Message-ID: <Pine.BSF.3.96.980305183844.6943V@soda.CSUA.Berkeley.E= DU> ---------- > =B1H=A5=F3=AA=CC: Shih-Schon Lin <r3506011@image.csie.ntu.edu.tw> > =A6=AC=A5=F3=AA=CC: logh@CSUA.Berkeley.EDU > =B0=C6=A5=BB=A7=DB=B0e: Lin Shih-Schon <r3506011@robot.csie.ntu.edu.tw> > =A5D=A6=AE: Re: Comment on the Gin4 ex game! > =A4=E9=B4=C1: 1997=A6~12=A4=EB17=A4=E9 PM 07:32 >=20 > >=20 > > [admin note- please remember, you can only post from the address you are > > subscribed as! thanks -Hank] > >=20 > > ---------- Forwarded message ---------- > > Date: Sun, 14 Dec 1997 00:25:31 -0800 > > From: Huang Gang <kongwong@hotmail.com> > > Reply-To: kongwong@hotmail.com > >=20 > > I am furious after trying again and again to command successfully for= a > > battle! However, I failed at the worst way. > >=20 > > In Gin3, the user could have control over every thing, the movement o= f > > every fleet, the firing of the main gun on the fortress, and how many > > can be spend on what! Now, the player can't control anything except his > > own fleet and his commarde are so incompetent it almost seem like you > > against the world! ^^^^^^^^^^^^ > >=20 > You must gain more MERIT POINTs before your proposals get respected by the > top brass. > Also, there exists political factions just like in the novel. These > influence the chance your proposals be accepted. > If you are tired of being rejected, you can use 1000 political work points > in exchange for one turn during which all > your proposals will be accepted. > Another way is coup. Use 8000 political point of your fleet you can sta= rt a > coup. Once the coup succeeds and you are=20 > the most merited you will become suprem commander in chief and you deci= de > everything as in Gin3. >=20 > > I cannot understand, why my friendly fleets have to turn around infro= nt > > of the enemy fire line? Why my fortress fire at me! W > > > This is probably a bug. Just pretend that you are driving a long truck = or > bus. Use right mouse button on your flag ship to check > the predicted movement results. Finally, just learn to adjust to it. No one > said manuvering a fleet is easy. This is why=20 > Admiral Fisher deemed a genius. This situation is fixed in the Win95 > version of Gin4EX just published in Japan and Taiwan. > Though fortress main guns are still not player controllable, all other > fleet actions are more "reasonable". > =20 > > And there are terriable terriable computation of damage you inflict o= n > > the enemy. =20 > > In Gin3, if you caught some at the side, they are gonna suffer a grea= t > > deal, if you got someone's back, they are dead meat. Once, I had 400= 0 > > cruisers fire missles at 4000 enemy cruisers at their back. Result, > > 3000 ships sanked! Another time, a full carrier unit caught a full > > enemy battle ship unit from behind and there were only one battle shi= p > > left in the attack! > > In Gin4, 2000 Destroyer fire at the behind of 1000 Battleship, and th= e > > result, there are less than 50 battleships sank! I mean, my missles are > > gonna run out in 4 rounds, and by that rate, I won't even destroy an > > enemy unit even when I am sneaking on him. What about frontal attack= s? > > The battle will never end! > There are two reasons for this. First, the front and side seems to be > determined on a section to section basis, > not fleet to fleet. Second, Gin4ex increased the differences between heros > and morans. Those Empire nobles could > hardly move or damage anyone, but are easily destroyed by others. >=20 > Another thing to be noted, Empire ships are generally inferior in speed and > firepower than the Allied ships, but allied ships > build slower and not as well armored. Empire Battle ship, High Speed Battle > ship, and cruisers have marine carrying ability > but in the allied side only the assault landing ship have this capability, > though with much greater landing abilities. > Allied battle ships have 1.6X beam attack and 1.3X missile attack than > empire counter part. > > My scouts, they are laughable! Three fleet coming to attack the > > Iserlohn fortress, and in zero distance, the scouts discover the firs= t > > two and completely forget about the 3rd one. And Iserlohn didn't > > discover it until it made its attack. Now I suppose it went invisibl= e > > but c'mon! =20 > In Gin4EX a fleet CAN go INVISIBLE. This is how Yang WenLi get the Iserlohn > in the"The birth of 13th fleet" senario. > Just expend 2000 Intelligence Work Point of your fleet and your fleet i= s > invisible(called comm jamming) to the enemy. > Your fleet icons become black with white frame in this status. This status > can maintain 6 battle round at the longest and=20 > will lose its effect if (1) you attack (2) you tangle around with the enemy > too long and too close. >=20 > > The worst part is the movement. I want my fleet just shift to the le= ft > > just a bit and somehow it managed to change its direction and made a > > turnabout. Exposing my repair and cargo units to enemy's mercy! > > The number of ships in one unit may have been changed to meet Reality= , > > but the fire power had been reduced completely. The manuver is almos= t > > impossible! And while you can probably win easily in a one on one > > situation, just catch the other fleet's tail and it is at your mercy, > > you are damnned in a big battle with your friendly fleets come in you= r > > for fun. Carriers are almost obsolete, since the single-seated fighters > > are useless unless your fleet is heavily engaged and they don't infli= ct > > huge damage like they used to make! > > > No, Carrier force is still the dreaded Killer. In gin4ex the space-fighters > are controlled directly by the flagship and the RANGE > and DAMAGE are determined by the NUMBER of FIGHTERS of your ENTIRE FLEE= T. > While beam and missle damages are greatly > reduced from those of gin3, the damage of fighters are in some way greatly > increased. In stead of attacking a single target, the fighters now > strike ALL targets within firing range at the same time, inflicting almost > equal damages. As carriers can now act as flag ships, a fully > packed carrier force(8 full unit) possesses a striking range diameter a= s > that of Thor's hammer's range and can destroy 2/3 of any section > within its range. In a situation that tens of enemy fleets cluster > together, you can finish them all in a few rounds. > =20 > > Oh, my god! Can someone upload GIn3, so everybody can download it fo= r > > comparison! It is smaller, and it is more fun to play with. > >=20