Why we REALLY need playerbase growth

Allegiance discussion not belonging in another forum.
DonKarnage
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Post by DonKarnage »

Jimen wrote:QUOTE (Jimen @ May 15 2011, 10:09 PM) Sometimes I get sick of riding a miner for twenty minutes in a prox1 basic scout while everybody else on the team is riding around in fancy-dancy adv/heavy ships and slaughtering stuff, but I $#@!ing deal with it.
Well, this is what I always get stuck doing. As fun as it is to piss around in an interceptor, it helps the team more if I find their @#(! and probe up the map. It's just not very enjoyable to be in a ship that's food for everyone else.
Not that I go looking for trouble in my scout, it's just that it's difficult to get out of it, and if you get podded, you've got a long boring 4-5 minute pod ride home for an encounter you couldn't have avoided under the circumstances.

I want to suggest that scouts are given much higher acceleration (So they can actually run and escape from danger), but to increase the mass of the nannite repair system enough to bring them to their current performance.
This way you can eject your nan to avoid certain death, but you wont be able to repair anything.
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djrbk
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Post by djrbk »

DonKarnage wrote:QUOTE (DonKarnage @ May 16 2011, 12:55 PM) I want to suggest that scouts are given much higher acceleration (So they can actually run and escape from danger), but to increase the mass of the nannite repair system enough to bring them to their current performance.
Not a bad idea.

Makes quickie probe runs easier with no sheilds/no nan/5 probes + 1 prox.
raumvogel
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Post by raumvogel »

DonKarnage wrote:QUOTE (DonKarnage @ May 16 2011, 12:55 PM) Well, this is what I always get stuck doing. As fun as it is to piss around in an interceptor, it helps the team more if I find their @#(! and probe up the map. It's just not very enjoyable to be in a ship that's food for everyone else.
Not that I go looking for trouble in my scout, it's just that it's difficult to get out of it, and if you get podded, you've got a long boring 4-5 minute pod ride home for an encounter you couldn't have avoided under the circumstances.

I want to suggest that scouts are given much higher acceleration (So they can actually run and escape from danger), but to increase the mass of the nannite repair system enough to bring them to their current performance.
This way you can eject your nan to avoid certain death, but you wont be able to repair anything.
OMG, this idea is fantastic. Please implement. :iluv:
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Bard
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Post by Bard »

raumvogel wrote:QUOTE (raumvogel @ May 16 2011, 12:06 PM) OMG, this idea is fantastic. Please implement. :iluv:
Wow. I actually agree.
SR scouts would have to be left alone though or Rix would dominate EVERY early game by rushing into the enemy's home faster than the ints could do anything about it.
There are probably some more repercussions too. Rescue Probe and TP drops being two more I can think of.
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Clay_Pigeon
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Post by Clay_Pigeon »

BRING BACK THE TAC SCOUT!

PS. On a serious note, I wouldn't be entirely opposed to a *modest* stack-sensitive kb handicap/perk in pickup games (finally the "squad game" flag would mean something again). If nothing else, it may encourage int whores to join a stacked-against team for an hour of lulz. Yes, you will always have fake newbies and the handful of players whose rankings are vastly out-of-whack with their performance, but in general such a change could give the weaker team a chance to compete (or at least have fun while they lose).
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Bard
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Post by Bard »

Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ May 16 2011, 01:58 PM) BRING BACK THE TAC SCOUT!
:rofl:

Although now that I think about it, I seem to recall at least one server still having some version of EoR6 on it so the tac scout should be available for hilarity.
Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ May 16 2011, 01:58 PM) PS. On a serious note, I wouldn't be entirely opposed to a *modest* stack-sensitive kb handicap/perk in pickup games (finally the "squad game" flag would mean something again). If nothing else, it may encourage int whores to join a stacked-against team for an hour of lulz. Yes, you will always have fake newbies and the handful of players whose rankings are vastly out-of-whack with their performance, but in general such a change could give the weaker team a chance to compete (or at least have fun while they lose).
I like the idea, but the trick would be tweaking it to scale for small v. large games. A free, say, 25kb bonus for the stacked-against team wouldn't do much in a 15 v 15 where there are likely a fair number of decently skilled int whores on the stacked team who can take out a voob regardless of kb but it'd be positively overpowering in a 3 v. 3 game.
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Broodwich
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Post by Broodwich »

i think the trick would be to pod a few people and then you get a kb
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SpaceJunk
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Post by SpaceJunk »

Clay_Pigeon wrote:QUOTE (Clay_Pigeon @ May 16 2011, 08:58 PM) a *modest* stack-sensitive kb handicap/perk in pickup games
That would mess AS calculations.

I think SY should include Observers, which may help small games.
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Icky
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Post by Icky »

Broodwich wrote:QUOTE (Broodwich @ May 16 2011, 04:15 PM) i think the trick would be to pod a few people and then you get a kb
Please don't share top-secret SysX strategies!
Terran wrote:QUOTE (Terran @ Jan 20 2011, 03:56 PM) i'm like adept
Broodwich wrote:QUOTE (Broodwich @ Jun 6 2010, 10:19 PM) if you spent as much time in game as trollin sf might not be dead
IANF
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Post by IANF »

Psychosis wrote:QUOTE (Psychosis @ Feb 27 2011, 02:47 PM) how about you have the ACS standard opening set pre/defs, so you literally unlock tech in the order that a good ACS com would?

that would actually be a really cool training core, hella linear

start by clicking your proposed game path, it then unlocks your correct builds
once you have completed the basic purchases, it then unlocks some tech
simple linear progression to endgame.
My problem with this is then after a while you get tons of (#) commanders that all play the exact same way. (not that (#) is bad)

The map would be the High Higher

for the training core i would have it unlock op, tp, ref, and miner. Pop up screen says "always start by buying one of each of these, the better you expand and defend the better off you will be later on."

then after the com buys one of each the tech bases would unlock and it would say, "Choose a tech base early but not right away, try to avoid home tech bases unless it is the best option. Supremacy is a good bombing tech. it suplements bombers with turrets and missles and it has disruptors and galvs to destroy cap ships and "galv" enemy ops, tps, and refs. it has adequet dogfighting tech. Expansion is a very good tech for most commanders because it is the dogfighting tech. It has powerfull but short range guns fitted on armored but unshielded craft. most expansions have no missles except on the troop transport except for belters which can fit missles on thier ints. Expansion is designed to kill in pvp and does very well vs miners. Tactical is designed to kill utility and cap ship craft while providing good bomber defense. tactical uses long range weaponary fitted on generaly lightly armored stealth craft. tactical uses powerfull long range missles and weakish but effe3ctive long range guns. it has a whole weapon class to itself as it uses utility guns to kill miners and constructors. SY is a good all around tech. However it is very expensive and will be disabled in this mode until you get an adv tech base and 3 miners."

after choosing a tech base it will tell you "It is best to start with He3 GA if you are expansion because it brings in more money then. you also want to get a weapon upgrade and the ship for that tech path. from then on it is up to your decision and your teams suggestions."

once the player gets an adv tech base and 3 miners it will say "Now it is time to explain SY tech. If you haven't already you might want to look into getting the next weapons and space craft for your tech tree. SY tech is a good all around tech. simply buy a sy and place it on any rock. For SY not only do you have to upgrade to drydock but the tech is usualy more expensive and you must research each ship seperately. After a ship is researched you must buy it from the sy in order to fly it (Exceptions: GS and Corvettes). The ships are very powerfull and usualy enemies can only destroy it on mass (unless there is a ship flying around with a very very suckish player at the wheel). This makes them excellent bombers but very expensive to use. with the recent nerf to the power they are not as good as they once were."

After that it says, "all tech is unlocked to you, all you need to do is buy the respective prerequisites. An automated enemy force has been placed on the oppisite side from your garrison. destroy these forces to win, you will be given the ability to purchase drones of the tech you have unlocked. Buy bombers/Troop Transports if you haven't already and remember, commanders need to launch too sometimes. PSST, whether you win or lose, stick around to the end for more tips."

At the end
- #resign puts a resign vote for the team to vote
- #draw is a draw vote
- #mutiny is a vote to take over command (NOTE: you get command if it passes)
- Most commanders do not take kindly to votes unless the situation looks very bleak
- IC gets the basic star craft of the tech base (IE Sup=ehn fighter, Tac= Stealth fighter, Exp= Interceptor)
- Bios and TF have cheaper but longer researching tech
- Rixan has extremely fast but expensive tech.
- Belters can do cross tech tree starcraft (IE fighter with interceptor tech) but they are shieldless.
- This is only a tutorial to help you become a commander, you may ignore it if you like.
- If you still have question on anything then don't be afraid to ask when in a real game.

Then after that screen it says "GL and HF" then you exit and go be a commander

This is an Idea and i know that i may not be right and there are probally spelling errors. fell free to quote and adjust as needed.
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