Posted: Wed Jun 16, 2010 4:46 pm
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.
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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.
---
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.