The two ideas I would be interested in are a GA faction and a faction with a radically different economy.
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The GA faction would start with normalized attributes and a small starting money perk but would have a mess of GAs in the Garrison like +5 pw/ew damage AND -5 pw range. Levels 2, 3, and 4 of these various trade off GAs being unlocked by tech bases, adv. tech bases, and the starbase. Meanwhile the regular no penalty GAs will still be available in the respective tech bases.
The big idea would be for a commander to have massive customization available on the fly for the faction. Produce monster 60% pw damage ints with paper hulls and less range pw range if you want to, or produce tough speedy efficient miners but have your base hull and shield have negative coefficients, or mix and match for a weaker ships but a stronger econ early game and then a weaker econ stronger ships late game.
Figuring out which GAs to pair with each other is the main thing to work out.
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The radically different economy faction idea is a lot less well formed and all my ideas are basically are all riffs on minerless economies. The main idea is that by playing as one, the other team has to alter its strategy significantly because eliminating miners is no longer an option.
3 Possible ideas (although all have problems with them) are:
Mining light bases. Instead of miners the faction starts off with light base he and spec mines. The big idea is that light base building and defense takes the place of miner management and defense.
Payday techs and no ops. The faction can build no ops and no rips. It gets a special gar and sy that can only be built on tech rocks. It may only build tech bases. All bases built have payday increases. The big idea is that playing against this faction strips the game down to protect/remove major bases.
High payday, all ships cost money to fly. You get a high steady income. With it you need to keep producing bases, keep tech going, and keep pilots in the air. If half your team is stuck in base unable to launch because you didn't manage your money, thats your own fault. As for the other side, want to damage their economy, then go whore their pilots.
If you were to design a faction
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WhiskeyGhost
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my idea is a faction that has teleporters and outposts that don't require rocks to build on, but count as lt bases. They would start off with a single ship, a scout/gunship hybrid (lesser scan then a scout, scout hull/shields, a mini-ac turret, and a somewhat low ammo capacity. Perhaps with the option of a nan being placed in the turret slot as well).
For defenses, they get an additional emp caltrop and a long range "sniper" tower, with a range of about 3k and a scan range of around 2500. Miners would be high capacity, high yield, decent speed, additional hull points, at the cost of a big signature and being a bit large for a miner.
When going a techpath, there comes a special bonus tech to each one. Advanced Expansion gets a more expensive version of an IC outpost basically. Advanced Tactical gets a stealth teleporter, with much lower signature then a regular base, but has energy restrictions meaning only small ships and 1 bomber at a time can use it. Advanced Supremacy gets a small attack carrier ship that can dock at techbases and the garrison, but has issues docking at outposts due to size constraints.
SY gets access to an expensive "buster" missile, which is basically a massive range super AB, which costs 1k each, and only the biggest of ships can carry 2 per slot, but it is a guaranteed kill on a techbase if the pilot has a 10kb or higher, and the enemy hasn't gotten base upgrades. The missile travels much like an Aleph Res, and can be shot down, but it has considerable armor (not sure how the acceleration mechanics work atm, but if possible, the missile could keep a speed of around 175m maximum).
There you go, exotic and hard to manage cheese, which will likely lead to a broken or unused faction
For defenses, they get an additional emp caltrop and a long range "sniper" tower, with a range of about 3k and a scan range of around 2500. Miners would be high capacity, high yield, decent speed, additional hull points, at the cost of a big signature and being a bit large for a miner.
When going a techpath, there comes a special bonus tech to each one. Advanced Expansion gets a more expensive version of an IC outpost basically. Advanced Tactical gets a stealth teleporter, with much lower signature then a regular base, but has energy restrictions meaning only small ships and 1 bomber at a time can use it. Advanced Supremacy gets a small attack carrier ship that can dock at techbases and the garrison, but has issues docking at outposts due to size constraints.
SY gets access to an expensive "buster" missile, which is basically a massive range super AB, which costs 1k each, and only the biggest of ships can carry 2 per slot, but it is a guaranteed kill on a techbase if the pilot has a 10kb or higher, and the enemy hasn't gotten base upgrades. The missile travels much like an Aleph Res, and can be shot down, but it has considerable armor (not sure how the acceleration mechanics work atm, but if possible, the missile could keep a speed of around 175m maximum).
There you go, exotic and hard to manage cheese, which will likely lead to a broken or unused faction
My faction idea is simple:
You get one ship, the same ship at start. And that's it. The various tech paths provide a means by which to improve that one ship. The garr doesn't keep anything but Dis (this faction's only starting gun) or nan. Buy a supremacy to receive shields, gatts, and dumbs. Buy an expansion to receive miniguns and boosters. Buy a tac to receive a util mount (only two), hunters, snipers, and cloak. In the garr you can upgrade your shieldless starting ship to receive 2 guns and improved scan range. Then up the garr and purchase the 3rd ship upgrade to receive the 3rd gun and improved scan range. Up the tech bases to recieve mk2 hardware. Purchase a Pallisade-like base to recieve mk3 tech. Techbases cost .8, and upping a tech base costs .5 what normal upgrades cost. Upping the garr costs the usual 10k, and upgrading the ship costs 10k both times.
The ship looks like this:

You get one ship, the same ship at start. And that's it. The various tech paths provide a means by which to improve that one ship. The garr doesn't keep anything but Dis (this faction's only starting gun) or nan. Buy a supremacy to receive shields, gatts, and dumbs. Buy an expansion to receive miniguns and boosters. Buy a tac to receive a util mount (only two), hunters, snipers, and cloak. In the garr you can upgrade your shieldless starting ship to receive 2 guns and improved scan range. Then up the garr and purchase the 3rd ship upgrade to receive the 3rd gun and improved scan range. Up the tech bases to recieve mk2 hardware. Purchase a Pallisade-like base to recieve mk3 tech. Techbases cost .8, and upping a tech base costs .5 what normal upgrades cost. Upping the garr costs the usual 10k, and upgrading the ship costs 10k both times.
The ship looks like this:
"Don't screw around with the $#@!head. Trust the $#@!head."
Ramming.Elzam V. Branstein wrote:QUOTE (Elzam V. Branstein @ Jun 17 2010, 01:44 PM) How do you kill bases?
(Hmm, a low-rate-of-fire AB gun that costs money, adds a lot of mass to the ship to make it harder to handle, and must be mounted in all gun slots before it adds up to any significant damage per ship? Then, figbee-like runs.)
Last edited by Makida on Thu Jun 17, 2010 6:13 pm, edited 1 time in total.
My faction: starting tech is SY. All ships spawn from SY. There are no missiles, and no AB guns. You have to ram bases for them to die by researching heavier and heavier ships.
There exists no exp. There exists no tac. There exists no sup. Only SY. Maybe starbase.
There exists no exp. There exists no tac. There exists no sup. Only SY. Maybe starbase.
QUOTE neotoxin@SF (all): i'm too tired of commanding right now
neotoxin@SF (all): i just want to fly ... and face$#@! brood
^Broodwich@SysX (all): ewwww
^Broodwich@SysX (all): that stuff has gotten me into trouble too much[/quote]
neotoxin@SF (all): i just want to fly ... and face$#@! brood
^Broodwich@SysX (all): ewwww
^Broodwich@SysX (all): that stuff has gotten me into trouble too much[/quote]
I can't think of a name or back story right now, but it needs to have hvy scouts with lancer turrets.
There are two kinds of people in this world: those that, when they order a candy bar from the vending machine and it gets stuck, walk away frustrated, and those that order another candy bar to get two. And then there are those who smash the glass and take all of them. But that's a different thing altogether.




