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Posted: Sat Apr 26, 2008 9:03 pm
by Tontow
When I got command for round 3 or 4 (not shore which, game was restarted a few times).

-Anti-fig missiles where one of the first things I got. As soon as they where up, I had all vipers fall back and rearm. Sup was already building and FTB Gar up was almost done.

-Ripcord goes online, most of the vipers rip back and grab a few racks of missiles. (I don't know how many because vipers and raptors have the same icon /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" /> )

- Sup con launches with the entire team on D. Sup plants only seconds before the bulk of the next wave comes into the sector.

- I up Vipers and get normal TT going.

- At about this time the craziness really gets going as small groups of Cylons go after all 3 of my miners at once. We managed to hold them off for some time, but the Cylons did eventually manage to get one miner after viper upgrade and normal TT finished researching.

- 2 miners come in with almost full loads and HTTS start cooking, but I’m 1k short and end up useing the paydays to finish buying them. Lucky me there was one more semi full he3 rock left in my sup sector.

- Htts finish and I call for about 15-20 Htts but only about 10 get handed out, wich was just enough. The Cylons in the sup sector are mostly podded.

- I call the htt launch and tell vipers to escort and defend the htts. All but 13 of about 35 people rush his op sector. A few htts where podded, one bounced big time, but the next one hit the mark and capped the op.

- "POD THEM AND CAP THE SUP!!" We play tug of war with HTTs over the op and then the op dies at about the same time the Cylon Sup was capped and recapped.

I think I may have left a little out, but I think that is most of the major events.

GG, was very fun, crazy, but very fun.

Posted: Sat Apr 26, 2008 9:41 pm
by Gwyll
Interesting game, but I dropped after the first restart. I played a bit on this core, so I was familiar with the setup, but from what I have seen, most people were not. I think keep the main points as it is, all it needs is some tuning. I am willing to play on beta to help finetune the core.

Posted: Sat Apr 26, 2008 9:47 pm
by Andon
Tontow - What did you think about the core balance-wise? What needed the most fixing?

Posted: Sun Apr 27, 2008 6:51 pm
by WhiskeyGhost
My opinion:

#1: change con's over to utl hull type and adjust the damage types as needed, with maybe a small decrease in KEW damage (5%). With cons, bombers, htt's etc. all having the same hull type, if you weaken

#2: Cylons hvy raiders have about half the health of the Colonial counterparts when they become heavy, and the basic one uses an icon that doesn't have the little "B" on it. (the colonial one needs to be dropped by about 250 points at least)

#3: can't remember, something to do with armor class and how basestars get the short end of it

Posted: Sun Apr 27, 2008 9:40 pm
by Andon
1) Cons/Miners are 'Medium' - Piloted, non-cap ships are 'Light'
2) Colonial counterparts were accidentally listed as 'Medium'
3) They have much longer ranged missiles than Battlestars have guns. They are cheaper and lighter, and require much fewer people (IE 1 rather than 3) to man effectively

Posted: Tue Apr 29, 2008 4:11 am
by jgbaxter
At least some of the bsg graphics were kinda nice, that was worth it if nothing else. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />