No ejects/retreats/hyperspace LOL

Command a squadron of spaceships
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Mangin
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Joined: Sun Mar 05, 2006 4:10 am

No ejects/retreats/hyperspace LOL

Post by Mangin » Mon Mar 06, 2006 6:40 pm

Rather than having to make it through 200, 400, or maybe even 1k missions to prove my mettle ( :wink: ), I'm currently experimenting with the following "custom" rules for myself:

- No ejects allowed
- No retreats off the map allowed
- No hyperspace allowed

I'm just wondering: for you guys that have posted or otherwise reported impressive scores, how much of a difference would this have made to your tally? I know that at the beginning (when you have low quality ships) it would make an enormous difference, but after your squadron "stabilizes" with more powerful vessels, do you still find yourself ejecting/hyperspacing on rare occasions? And if so, on which missions does this usually occur?

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Bob Janova
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Post by Bob Janova » Mon Mar 06, 2006 8:17 pm

I haven't ejected or hyperspaced for 50 missions at least. Once your ship is big enough, you can take an awful lot of hits before you feel like there could be trouble.

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sid6.7
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Post by sid6.7 » Tue Mar 07, 2006 12:52 am

best i can do is about 10....
if you run..you'll only die tired

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The Truth Strikes Back
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Post by The Truth Strikes Back » Tue Mar 07, 2006 1:15 am

Turning back is for cowards and nancys
Where's the Africans in Slay?

Mangin
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Joined: Sun Mar 05, 2006 4:10 am

Post by Mangin » Tue Mar 07, 2006 3:26 am

The Truth Strikes Back wrote:Turning back is for cowards and nancys


I agree! :) Btw, interesting avatar... :!:

TheKangaroo
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Post by TheKangaroo » Wed Mar 08, 2006 10:40 am

Turning back is for cowards and nancys

Using a similar slogan some guy in central Europe used to waste a couple of thousands of children a few decades back.

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Fuzzy Wonky
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Post by Fuzzy Wonky » Wed Mar 08, 2006 12:08 pm

TheKangaroo wrote:
Turning back is for cowards and nancys

Using a similar slogan some guy in central Europe used to waste a couple of thousands of children a few decades back.


It was no game playing at that time :cry: , whereas CM is supposed to be a game, that is for fun which makes the quote even more meaningless... :?
-- NEITHER FOR NOR AGAINST (quite the reverse!) --
LIFE'S A TRAP. WE WON'T GET OUT OF IT ALIVE!

Lukov
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Joined: Sun Apr 23, 2006 4:34 pm

Post by Lukov » Sun Apr 23, 2006 4:43 pm

Also running away can be useful, ejecting loses your ship though. And hyperspace takes 8 turns. But they are still useful sometimes when a turret ring unloads waves of missles into you.

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