Page 4 of 6

Posted: Thu Oct 30, 2008 10:15 pm
by ChildOfDeath
Gandalf2 wrote:QUOTE (Gandalf2 @ Oct 30 2008, 01:25 PM) I remember Jupiter had ripping pods, and pods that could be picked up at teles. That was way too cheesy.
THAT was what you considered too cheesy? I have all the old stuff from Jupiter on my old PC. I should dig it up and post it.

Posted: Thu Oct 30, 2008 10:26 pm
by guitarism
Just because you didnt think of it, doesn't mean it's cheesey.

Posted: Thu Oct 30, 2008 10:37 pm
by ChildOfDeath
guitarism wrote:QUOTE (guitarism @ Oct 30 2008, 03:26 PM) Just because you didnt think of it, doesn't mean it's cheesey.
Jupiter was insanely cheesy by the end. You had lxy scouts and SR scouts out after 30 seconds. With the old dreg scout models.

Then again Saturn was an incredibly pimp int whoring faction, and Mars was a very strong faction too.

Posted: Fri Oct 31, 2008 4:49 am
by CronoDroid
Does anyone have the AW4 faction stats (by the end)? I would love to see them and see what the good commanders of yore thought what the most important GAs were.

Personally for me it goes:
1. Speed
2. Yield
3. PW Damage
4. Hull

Posted: Fri Oct 31, 2008 6:56 am
by Lykourgos
The reason metagame tournaments have problems is that in order to make the metagame fun, one team has to have an advantage over the other- and that ends up, usually, making an unfair Alleg game. In AW4 it was insane custom factions. In AW5 it was insane numerical balance, which had the additional disadvantage of making excited people sit.

In the next metagame tournament, my recommendation is to solve this by giving one team a statistical advantage. Play three perfectly balanced games to determine control of a sector- and the team that brought more metagame fleets to the sector, or whatever the metagame advantage, has to win only 1 of the 3 games to gain control of the sector. Scale the metagame to be correspondingly short, only 5 or 6 metagame conflicts to win.

Also make sure that whoever is picking the teams isn't $#@!ing drunk. Spidey, I believe you owe me a forum post on this topic.

P.S. Chrono, you missed 3 of the 4 top valued attributes.

Posted: Fri Oct 31, 2008 8:39 am
by CronoDroid
What? Research cost would probably be next, followed by missile damage, research time, maybe missile capacity but as for the ones you can buy, I'd take my four.

Posted: Fri Oct 31, 2008 8:45 am
by Lykourgos
ship accel, ship agility, missile damage

Posted: Fri Oct 31, 2008 9:00 am
by CronoDroid
In terms of ships yes but as a commander Yield (and other miner characteristics) are more important, along with hull. Obviously if I was flying I would want a sports car of a ship but if I was a commander for AW I would get economy related GAs first I think. Research speed, research time, yield, etc.

Posted: Fri Oct 31, 2008 4:41 pm
by Lykourgos
did you fly in aw4?

essentially, one faction got to the point where all they ever needed was their startinglight ints, because the light ints were so insanely maneuverable and damaging that they could outfight any other faction's heavy ints

Posted: Fri Oct 31, 2008 4:59 pm
by pkk
CronoDroid wrote:QUOTE (CronoDroid @ Oct 31 2008, 05:49 AM) Does anyone have the AW4 faction stats (by the end)? I would love to see them and see what the good commanders of yore thought what the most important GAs were.
Jupiter, round 15:
ShipSpeed: 1.4
ShipAccel: 1.2
ShipTurnRate: 1.2
ShipTurnTorque: 1.2
StationHull 1.1
StationHull repair: 1
StationShield: 1.1
StationShield repair: 1
ShipHull: 1.3
ShipShield: 1.5
ShipShield repair: 1
ShipSensors: 1.3
ShipSignature: 1.3
ShipEnergy: 1.3
PWRange: 1.3
EWRange: 1
MissileTrack: 1.4
Ripcord: 1.4
PWDamage: 1.5
MissileDamage: 1.6
Cost: 0.71
ResearchTime 0.125
Miners capacity: 1.1
He3 Speed: 1.4
He3 Yield: 1.3
Payday modifier: 0.3
Starting Money modifier: 0.6

LxyShips, SR Scouts, Figs as starting ship