The 600+ quest begins...

Post match discussion - talk about your recent victories and losses here

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Ace Rimmer
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The 600+ quest begins...

Postby Ace Rimmer » Thu Feb 22, 2007 6:33 pm

It's been a while since I've been able to play Defcon, well a couple of days at least. Anyway, last night I began my seemingly impossible quest for a 600+ score. There were 4 games played, 3 six player and a 1v1. Only one had a population of 200m and that was the first one.

It was apparent from the beginning that such a score would be elusive this first game. However, my final score would be the closest I would come of the night, 331. My only ally managed 317 and was the leader most of the game (I think). I have a bad habit of starting out at the middle/bottom and then towards the end or at the very end of the game jump ahead to first or second. This is what happened. The downside of my playing style is that if others have wiped out the worlds population before I kick into full attack mode, I'm left with a lot of nukes and not a lot of points to collect. That very scenario happened on the third game of the night.

Anyway, It was the Americas vs Afro-Asia vs Euro-Russia. As USA I typically take advantage of the Bering Straight and send 8 or so subs through there on the way to northern Russia before placing any other units. This gives me two advantages. Possibly a third.

1. Worry free travel for my subs, usually.
2. Should Asia launch early, a good spot to hit eastern Asia is from just above easter Russia. (which is 'on the way')
3(?). If you're paying attention, you can redirect your subs westward just as they are passing through and they'll become land roving subs. You might just pop up right next to your targets at the right time and surprise the right person (if the game is timed in your favor). You get a little extra southern range as well. This has only been a benefit once or twice for me. In any event, those pesky carriers (possibly) patrolling Russian waters won't spot you till it's too late.

I did send two fleets of subs on their way and the third between Greenland/Canada to remove any unwanted guests. This game ended up in my favor. I did particularly well in the naval arena, I only lost 3 battleships, no carriers, and managed to unload most of my subs before those over Russia were taken out. The Atlantic was held due to the often questioned method of using nukes against an enemies navy. I wanted total dominance against Europe so I sent several bomber waves dedicated to nuking any navy in the North Atlantic.

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The second game was not as much a success as the first, but I did manage my usually comeback from death to place second. I beleive first was within my grasp, but tisk, tisk, tisk, [Demo]Augmenter took advantage of my absence of a naval presence in the Indian and backstabbed. I wasn't surprised, but didn't keep enough in reserve to counter it too much. I had placed everything I had in the Atlantic against S. America and had to swing around southern Africa to make an attempt to clear the Indian. I did manage to remove his fleet there and make some strikes against his western cities.

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Game three I finished, well, third of all things. That 600m+ record will have to wait I guess.

With Feud as an Asian ally (and trusted) I left the west coast completely defenseless and put everything in the Atlantic. S. America put everything he had in the pacific and spent a while making the trip over to the Atlantic. I blame Feud :wink: for my 3rd place finish as he stole all my points early on. I had eight subs on the way to northern Russia, but by the time they got there, there was little to shoot at. In fact, I ended up dumping 2 nukes each from all six of my silos into the ocean because Cry Havoc (I think) managed to get some carriers above Canada. I have no idea how effective it was, but I saw only two bombers after that. Normally I would have only done such a thing as a last ditch, desperate, "there's no hope" move. But in this game, my allies (and me with only 21m deaths) were the only ones with a population and I was going to back stab. I could have done better if I had not fired another silo, but I did (at what I have no idea) and of course in came African nukes. Oh well.

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The 1v1 game I played opposite of my norm and launched everything at the beginning and just waited around for the other guy to fire and end the game. he won in the end. I was bored and there was no 6 player servers open. First 1v1 since I was a [Demo]New Player! The score was 70 something to 90 something I think.
Last edited by Ace Rimmer on Fri Feb 23, 2007 6:38 am, edited 1 time in total.
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Postby Radiant Caligula » Thu Feb 22, 2007 6:45 pm

I feel for you Ace. :oops: :lol: :oops:

You have my deepest sympathies. May the force be with you.
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Postby Ace Rimmer » Thu Feb 22, 2007 6:46 pm

I saw you and ROFLamingo in a couple of servers and hoped to get in a game with both of you, but couldn't (games already started).
Smoke me a kipper, I'll be back for breakfast...
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Postby Radiant Caligula » Thu Feb 22, 2007 6:52 pm

Ace Rimmer wrote:I saw you and ROFLamingo in a couple of servers and hoped to get in a game with both of you, but couldn't (games already started).


thats why I like specs! Anyone dumb enough to ghost won't be as good or efficient at nuking as us "pros" anyway.
And it's not everytime we get to catch the game. But to spectate is almost (sometimes better) as good as playing.
So Im really tired of every game being grey all the time. Do specs lag that much?
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Postby roflamingo » Thu Feb 22, 2007 10:21 pm

Seeing as specs don't have to update the server with anything but text, I'm not sure how they could.

This game is mostly based on UDP anyways, isn't it......
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Postby xander » Thu Feb 22, 2007 10:26 pm

roflamingo wrote:Seeing as specs don't have to update the server with anything but text, I'm not sure how they could.

This game is mostly based on UDP anyways, isn't it......

They don't have to send much to the server, but they are getting the same data as all of the other clients.

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Postby torig » Sat Feb 24, 2007 12:31 am

xander wrote:
roflamingo wrote:Seeing as specs don't have to update the server with anything but text, I'm not sure how they could.

This game is mostly based on UDP anyways, isn't it......

They don't have to send much to the server, but they are getting the same data as all of the other clients.

xander


Possibly a bit more, as they "see more". Depends on how it's implemented in the network code and the game.
BUT if you have so little bandwith to spare that you fear for that 1 extra "player" (the spec), why not limit games to 5-4-3-2... players ?
More bandwith to you!

Now on the other hand, allowing the same number of specs as players seems overkill to me...
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Postby xander » Sat Feb 24, 2007 1:48 am

torig wrote:Possibly a bit more, as they "see more".

You are not understanding what I am saying. They do not have any more information than the rest of the clients, because they do not see more. Each client has information about where every unit is. The only information (basically) that is sent through the server are orders. Then, each client calculates what happens based on those orders. Thus, each and every client has full information about where each and every unit is in the game. The fact that specs have more units displayed for them does not mean that they have any more information than any other client.

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Postby roflamingo » Sat Feb 24, 2007 3:18 am

Alright, so are you addressing the rumor that "spectators cause lag" or "spectators that join mid-game cause lag"?
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Postby Montyphy » Sat Feb 24, 2007 3:25 am

Spectators joining mid-game cause more lag than a spectator who was there from the start. Either way, spectators cause lag, or more precisely, a game with spectators requires more bandwidth (severe lag is merely a symptom of not enough bandwidth).
Uplink help: Check out the Guide or FAQ.
Latest Uplink patch is v1.55.
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Postby KudrigY » Sat Feb 24, 2007 3:43 am

There are some nice 600+ pts screenshots in other affiliated thread, feel free to check em out...
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Postby Ace Rimmer » Sat Feb 24, 2007 4:17 am

KudrigY wrote:There are some nice 600+ pts screenshots in other affiliated thread, feel free to check em out...


Sure, uh, where?
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Postby KingAl » Sat Feb 24, 2007 4:25 am

He means here.
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Postby torig » Sat Feb 24, 2007 5:32 am

xander wrote:
torig wrote:Possibly a bit more, as they "see more".

You are not understanding what I am saying. They do not have any more information than the rest of the clients, because they do not see more. Each client has information about where every unit is. The only information (basically) that is sent through the server are orders. Then, each client calculates what happens based on those orders. Thus, each and every client has full information about where each and every unit is in the game. The fact that specs have more units displayed for them does not mean that they have any more information than any other client.

xander


Thanks for the clarification.
Indeed, I wasn't getting it that way. Even now, the purpose entirely defeats me.

Pondering on "Why have every client know about all units - could bandwith be saved by transmitting less?" solved it finally. Since there is no central server every client transmits unit movements and activities to all the others.
What falls in the orders category exactly? Attacking, moving units, changing modes, ... -anything you can "interact with" you could say?

I'm wondering if this model isn't prone to replay attacks, but will have to test that out.
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Postby xander » Sat Feb 24, 2007 6:31 am

torig wrote:Thanks for the clarification.
Indeed, I wasn't getting it that way. Even now, the purpose entirely defeats me.

Pondering on "Why have every client know about all units - could bandwith be saved by transmitting less?" solved it finally. Since there is no central server every client transmits unit movements and activities to all the others.
What falls in the orders category exactly? Attacking, moving units, changing modes, ... -anything you can "interact with" you could say?

I'm wondering if this model isn't prone to replay attacks, but will have to test that out.

Replay attacks?

Basically, every client and the server know where every unit is supposed to be, because they keep track of the units on their own. Thus, if a player gives a unit an order that shouldn't work, that player will fall out of sync. One of the side effects of the network model that IV is using is that it is very hard to cheat, as the cheating client will simply fall out of sync.

xander

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