Sun Gretsky's: The Ruthless Art o' Puck

Written by Jon Newton, better known as Ender on the field o' ice.
With some additions by
Andrew Yeh (Christoffel)
Ken. Hanson (Mirrorshade)

Introduction

This is intended to provide information on the most noble of net games: Netrek Hockey. The content should cover hockey from the most basic fundamentals to the cutting edge in puck theory. Hopefully, this holy endeavor will raise internet conciousness or at least teach some twinks to shoot a puck.

Table o' Contents

I The Ecology of Netrek Hockey
II Fundamentals for Novi and "Special" Players
III Intermediate Concepts and Tactics for Hockey Pubes
IV Getting Experienced- Not necessarily stoned but... BEAUTEMOUS
V In All Seriousness ;)
VI Addendum I (Mirrorshade)

Part I: The Ecology of Netrek Hockey

This deals with the most basic rules and terminology in hockey. If you don't have ANY clue about what hockey is, then you chould read this. However, this section, as well as the rest of this Great Work, assumes that you are already familiar with piloting and fighting with the ships in classic netrek.

Part II: Fundamentals for Novi and "Special" Players

Controlling the puck is the most important aspect of the game. Everything should be done with the intent of controlling the puck, assuming you want to win the game. The three things you have to be able to do to control the puck is shoot the puck, catch the puck, and hurt other people. Remember: Do or Do Not. There is no try ;)

Part III: Intermediate Concepts and Tactics for Hockey Pubes

Again, the focus is controling the puck. These tactics generally deal with working with a team, and some more difficult manuevers the individual can make.

Part IV: Getting Experienced- Not necessarily stoned but... BEAUTEMOUS

Well, don't get excited. The following is basically a collection of miscellaneous sublties and personal preferences. Again, alot of people are probably aware of what is below. This simply lists many of these along with my opinions on why or why not they are important. They aren't terribly important, but might give you that extra edge.

Part V: In All Seriousness ;)

While it might not be everyone's favorite game, netrek hockey is definitely worth trying out. The game is fairly easy to learn, but it is a very big challenge to master. Learn the basics, try them out when the servers aren't being played, watch what the masters do, and don't get discouraged if some players seem years ahead of you. The most important things to learn are good passing, crippling, and dribbling. Feel free to send any comments to yohan@ksu.ksu.edu.

Part VI: Addendum I, by Mirrorshade

Back when Ender originally wrote The Art of Puck, much of the focus in hockey was on individual puck handling. Since that time, passing and team coordination has become much more important, and so I have written an extra section describing some aspects of these topics.

On passing:

In order to do anything involving passing (pass, get open, or cover a pass), you have to know what the passing range is. The easiest way to develop a sense of this is to use your tactical screen as a reference.

Passing range is roughly to the edge of your tactical.
Actually, depending on the receiver's speed and how open the pass is, it is possible to effectively pass to someone from 1/2 tactical away (mostly if they are moving at high warp away from you and the puck) to two tacticals away (either if the pass is wide open, or if the teammate is maxwarping into the pass). However, for most slow speed passing, the edge of the tactical provides the radius for the effective "passing circle". If the receiver is much closer than this range, the puck will be going too fast when it passes them to catch it; all they could hope for is a deflection. If the receiver is much farther than this range, then puck will have slowed considerably by the time it approaches them, and an enemy player will most likely have had time to grab it before it finally gets to them.

Whether you are trying to catch a pass or intercept an enemy's pass, you want to be somewhere on that fuzzy circle which indicates passing range. If you and an enemy ship are on the same passing vector, you are better off if you are closer to the puck/passer than they are; just be careful not to wander too close into deflect territory.

Notice that when talking about "passing range", this also applies to "shooting on goal range". However, since the goal is not going to be maneuvering to help "catch" the puck from you, you really want to be much closer than you would be for passing to a teammate; in general, don't even think about shooting on the goal unless you are about 3/4 tactical away (i.e. the front edge of the goal is about 3/4 of the way from your ship to the edge of your tactical) and you want to be even closer than that if enemy ships are at all between you and the goal. If you are farther than this, then you really shouldn't be shooting on goal yet; either dribble or pass to a teammate to start maneuvering the puck until someone on your team is close enough to shoot on goal.

If your teammate is not wide open, then pass the puck to the side of them farthest from enemy ships. For some reason, there is a strong tendency to pass the puck between your teammate and the enemy covering them. This is probably because the evil "move the puck toward the goal" meme kicks in, and so you try to pass a little in front of your teammate to put them and the puck closer to the goal; however, the enemy is likely closer to the goal than your teammate is, and so you have just passed as much to the enemy as you have to your teammate. This is bad.

Remember the key idea: The most important thing to do is to make certain that your team retains control of the puck. So long as this is taken care of, your team will eventually maneuver the puck toward the goal, and eventually a teammate will get open to receive the puck for a clear shot on the goal.

Some simple rules concerning team play:

It is easiest to break situations down into three general cases to consider:

  1. If the enemy has the puck,
  2. If your team has the puck, and
  3. If you have the puck.

IF THE ENEMY HAS THE PUCK, THEN COVER THEIR PASSES. The one exception is your team's defender, who should be covering the straight shot on your goal. Inexperienced teams repeatedly make the mistake of doubling or tripling their coverage of the shot on goal, leaving the opposing team with easily open teammates to pass to. Look at the galactic, and see which enemy ships are open. Try to figure out how your team can shuffle around best to cover all of those ships, and then do your part in that shuffle.

IF YOUR TEAM HAS THE PUCK, THEN GET OPEN. You want to have players situated around your teammate with the puck; in the best situation, your teammate with the puck has teammates in front, behind, and to the sides of them. Getting open requires a lot of dancing around in your ship; fake, dodge, weave, cloak, all the while trying to evade the enemy ship that should be covering you. Killing or crippling your shadow can frequently help (but do not kill if the enemy ship is on the same level as your teammate with the puck, i.e. to right or left, or you risk having him res on your puck handler).

Avoid bunching up with your teammates. A common mistake is for several players to be trying to get open directly in front of the puck; this makes it possible for a single enemy player to cover both of you. One good way of visualizing whether you are bunching up is to imagine drawing lines from the puck through each of your teammates; if the angle between your line and a teammates is less than 45 degrees, then "orbit" the puck to open up that passing option more.

There is one case in which you are not trying to get open, and that is when you have multiple enemy ships covering you. If there really are several ships covering the pass to you, then this means that one of your teammates must be open; you do not want to shake off a shadow and give him the idea that he could go cover the open guy. This happens especially frequently in front of the enemy goal. I will frequently go sit on the posts and accumulate two or three defenders, knowing that my teammates will not pass to me but will instead use the open men to pass wide around the little cluster around me. Dance around just enough to look like a threat and to keep them occupied and let your teammates do their part.

In general, if your teammate is not passing to you, it probably means that he doesn't think you are open. Not passing is his way of telling you to get more open than you currently are.

IF YOU HAVE THE PUCK, THEN CONCENTRATE MOST ON MAKING CERTAIN THAT YOUR TEAM RETAINS CONTROL OF THE PUCK. The most common error that inexperienced players (and teams) make is to fire off the puck toward the goal the moment they get it, without considering how likely the enemy is to stop that shot. It is as though new players start with a rule in their heads that says "So long as I shoot the puck forward or toward the goal, I have done something good." However, this is not a good rule. The rules that should replace this thinking are:

Pass to a teammate, not just forward.
It is better to pass backward to a teammate, than to pass forward to an enemy player.
If noone is threatening you, then take the time to let one of your teammates get -wide- open and to make your pass to them a good one.

Of course, the enemy does not always give you the liberty of taking your time with a shot; they will almost certainly be trying to mug you. Notice, however, that if they send multiple ships to mug you, then one of your teammates must be uncovered and you may be able to pop off a quick pass to them before you are staring at MOTD. In the very worst case situation, the enemy will be doing exactly what they should, and have one ship covering each of your teammates, with their remaining ship harassing you. There are no easy options here. (One of your teammates should be falling back to be behind you in this case, so that they can delay the enemy break in case you lose the puck.) If the enemy does rush you and the puck, remember that this makes them vulnerable to letting you dribble the puck toward the goal yourself. The likelyhood is, though, that you will have to make a panic shot with the puck. Just try to pass it closer to your teammates than to any enemy ships (as opposed to passing straight toward the enemy goal but into a cluster of enemy and teammates).

One small aspect of finesse which can help you here is to learn how to pass the puck from your galactic rather than from the tactical. All of the vital information at this point in time is available on your galactic, so this should be where your focus is. The trick is to be moving slowly enough (around speed 5) that when you give your ship a direction you can assume that it is pointing there almost immediately. When clicking the direction of my ship, I have found it useful to click on the actual location on the galactic where I expect my teammate's course to intersect with the puck, although locking onto the teammate themself or a meaningful planet along the line where the puck is to go can be useful as well. Then, move the mouse to on top of you and the puck, and pound your pressor key. Pickup is a good place to practice passing from the galactic, since you are almost certain to be getting mugged during the normal pickup rugby-style of play.