(no subject)

Hank Wong (hankwong@CSUA.Berkeley.EDU)
Thu, 5 Mar 1998 18:38:50 -0800 (PST)


>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