How would you fix Ship Yard?

Development area for FreeAllegiance's Community Core.
Youngmoose
Posts: 440
Joined: Tue Sep 04, 2007 4:46 pm
Location: Backwoods of Idaho.

Post by Youngmoose »

It is an anti turtle tech. Make it cost $10 to research it and give it a 1 hour research time. Or whatever.
Join the Dark Side. We have beer. And chocolate milk.
Image
Image Image
jbansk
Posts: 589
Joined: Fri Dec 11, 2009 8:57 pm

Post by jbansk »

Just hop on the noob server, give everyone a cap ship and you got your 5v5 cap ship game.

Enjoy
[15:25] <BBT_> oh, so da vinci's mona lisa isn't his work?
[15:25] <+fuh-zz> No, he simply put effort into it.
[15:25] <BBT_> are you really that retarded?
NightRychune
Posts: 3065
Joined: Tue Feb 17, 2004 8:00 am

Post by NightRychune »

there's a game mode for "spend x money and win the game," you know
TheDevil
Posts: 771
Joined: Mon Dec 22, 2008 8:04 pm
Location: London, UK

Post by TheDevil »

The following are my thoughts on how I think shipyard can be balanced.

Make shipyard an extension to the existent techbase like an research station from GT. So an combination of an tech base and shipyard will unlock different research and different ships.

For example shipyard with expansion will unlock frigate class ships, this ships wont be able to rip but they willhave high accelaration and high top speed. tier 1 frigate class ship will be able to lauch from outpost to defend and stuff. And ofcourse researching higher tier will give better ships. expansion shipyard wont be able to bomb but rather have base capturingcapalities.

I will post further ides after i myself have an clear vision. :)
Image
Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

TheDevil™ wrote:QUOTE (TheDevil™ @ Apr 7 2012, 08:37 AM) The following are my thoughts on how I think shipyard can be balanced.

Make shipyard an extension to the existent techbase like an research station from GT. So an combination of an tech base and shipyard will unlock different research and different ships.

For example shipyard with expansion will unlock frigate class ships, this ships wont be able to rip but they willhave high accelaration and high top speed. tier 1 frigate class ship will be able to lauch from outpost to defend and stuff. And ofcourse researching higher tier will give better ships. expansion shipyard wont be able to bomb but rather have base capturingcapalities.

I will post further ides after i myself have an clear vision. :)
I had similar thoughts.
Tac would get Assault ships so they could stealthily rip in 100000 sbs
Sup would get manned carriers n @#(!
There's a new sheriff in town.
DasSmiter
Posts: 3820
Joined: Mon May 23, 2005 7:00 am
Location: Stillwater, Oklahoma

Post by DasSmiter »

Exp SY ----> Mfrig/Cruiser
Sup SY ----> Ass Carrier / Devastator
Tac SY ----> Ass ship / Corv

Something like this?
ImageImageImage
Get over yourselves, don't try to win arguments on the internet where the option of a punch in the mouth is unavailable
"It is not that I cannot create anything good, but that I will not." And to prove this, he created the peacock.
dusanc
Posts: 1302
Joined: Sat May 16, 2009 12:06 pm
Location: СРБИЈА/Serbia

Post by dusanc »

This is interesting idea, would be like mk4 tech I would only make a requirement adv techbase for SY like:


AdvExp + SY ----> Mfrig/Cruiser
AdvSup +SY ----> Ass Carrier / Devastator
AdvTac +SY ----> Ass ship / Corv


What about gartech?
- "History repeats itself for a reason" - "It's easy to cry for war when you've never experienced it" - "It's better to negotiate for 10 years then make war for 10 days" - "The strong do as they will, and the weak do as they must"
Image
phungus420
Posts: 78
Joined: Fri Oct 17, 2008 11:24 am

Post by phungus420 »

I actually really like the MkIV idea for SY.

If you do this would it be possible to give Frigs and Cruisers aleph res so that they can help break aleph camps in Expo v Expo games?


Basically agree with what has been posted:

Expo: MFrig, Cruiser (let MFrigs and Cruisers carry aleph res)
Sup: Ass Carrier (give rip2 so bombers/fbs can rip to it), Devestator, Battleship
Tac: Ass Ship, Freighter
Starbase: Corv, Destroyer
Mastametz
Posts: 4798
Joined: Mon Sep 06, 2004 7:00 am
Location: Stanwood, WA

Post by Mastametz »

should be very effective in conjunction with aleph res especially considering large shield (2?) can eat aleph res damage
and aleph res is mostly crappy otherwise due to it's two-sided-nature
but yeah a MKIV game-ending/anti-turtle thing is not a bad idea
and don't even try to cry about cheese - if you let your enemy afford mkIV then you are an epic phail
and stop playing on high/high money
Last edited by Mastametz on Sun Apr 08, 2012 12:11 am, edited 1 time in total.
There's a new sheriff in town.
HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

I don't understand why you are having Cruiser with exp when it is obviously more sup oriented with it's ability to rip (as opposed to MF which can cloak and is strong and Belter version (maybe put for all versions) can NG), and devastator suits Exp more by being a ship soley on AB weaponry then turrets. Destroyer works well for Tac with long range missiles of death.

Exp -> Frig/Devestator
Sup -> Ass Carrier/Cruiser
Tac -> Ass Ship/Destroyer
(MK5 Tech) Starbase + Techbase + Drydock-> Battleship
SY Standard-> Corv/Freighter
Last edited by HSharp on Sun Apr 08, 2012 12:27 am, edited 1 time in total.
Image
Image
Post Reply