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Posted: Mon Oct 27, 2008 10:35 pm
by Andon
ChildOfDeath wrote:QUOTE (ChildOfDeath @ Oct 27 2008, 04:33 PM) Wat? Size isn't a particularly big consideration when you get to the capital level. If you have problems hitting them you should not be playing this game. I'm gonna take a shot in the dark and say that a capital with 40k hp is to much. By quite a bit. But could you do a separate write up on the capitals for this faction? I'm a little confused by what I've read.

For the record though, I think the current cap ship implementation is very good. Meddling in this area is generally going to do more harm then good when it comes to faction balance.
Alright, I had an AWESOME post, but I hit refresh. `yx

Now, to re-type stuff:

Size usually isn't a particularly big consideration when you get to the cap level, but when you have a ship that is almost three times the length of regular battleships, it does play some part.

The Faction X capital ship is 1064 meters long. That's just over 2 and a half IC Battleships in length (See the pictures on page 1 or 2). It is long enough that turret weapons cannot even fire the entire length - This necessitated having one turret mount in the upper command deck, one on the edge of each flight pod, and one on the underside just behind the big door.

The Capital Ship's primary weapon systems are a pair of Mass Drivers - The same kind used by regular battleships. A research (After the Capital Ship is researched) is available to allow for the use of a pair of KISS - Kinetic Interdiction Strike Systems, which are essentially Mass Drivers on steroids. Each of those weapons costs $2500 each

The Capital Ship's turret weapons can mount any of the regular turret weapons - AC, SC, LT - Plus the 'Heavy Galv Turret' that is researched after regular Galvs are researched. These are Galvs that deal more damage (And take up more energy), and while they can be used against bases, it is pretty useless to do so because of the Capital Ship's Mass Drivers or KISS, in addition to the capital ship's missiles.

The Capital ship can mount some of the regular SY missiles. Numbers and types are as follows:
XRM Hunter Killer x 14
SRM Tac Nuke x 8
XRM Cruise x 8
MRM Seismic x 17

The reason for restricting the missiles that it can carry is due to the fact that FAction X is supposed to have sub-par missiles and a smaller selection (Note: They also lack quickfire. Not that that will really make much of a difference).

The Capital Ship, once researched, opens up the following researches:
Capital Ship Armor
Capital Ship Shield (Requires Armor)
Teleport Station 1
Teleport Station 2
PE KISS

I have already gone over the KISS, so I'll skip that. The Teleport Stations are the only thing that comes close to a teleport receiver - Faction X only has their receivers in their Tech Base, Advanced Tech Base, Garrison, and Shipyard; They do not have buildable receivers. Level 1 lasts for 30 minutes and takes two minutes to activate, Level 2 lasts for 45 mintues and takes 1 minute to activate. Both have the hull of a light base (Same amount of hull and same hull type) and cost $2500 each.

The armor increases the Capital Ship's total hull - I have not decided by how much yet. It does this by being a non-regenerating shield with the same armor class as the hull - This also means it cannot be nanned, as it is technically a 'shield.' This armor costs $7500

The shield can be taken instead of the armor, and while it does not provide as many hitpoints, it does regenerate and is the same armor class as a large shield. This shield costs $12500

Each Capital ship costs $16000 to buy, barebones, and the ship can reach a maximum speed of 40 meters per second. It has a slow-ish turn rate (It has the same turn rate as a Battleship before modifiers), an interior bay capable of housing many small craft (Think about the same number as your whole team), and it has a carrier launch point as well. The Capital ship cannot ripcord and is not a ripcord receiver.

To get to a capital ship requires the following:
Techbase ($15k)
Garrison Upgrade ($18750 - Converts Garrison into a Shipyard)
Capital ship research ($18750)
-This allows the Capital ship with a similar performance to a Battleship, while a battleship only has 1 Mass Driver

The following researches are available once the Capital Ship is researched:
Capital Ship Armor ($6250)
-Capital Ship Shield ($6250)
Teleport Station 1 ($6250)
-Teleport Station 2 ($6250)
Tactical Nuke 1 ($6250)
-Tactical Nuke 2 ($6250)
Cruise 1 ($6250)
-Cruise 2 ($6250)
Hunter Killer 2 ($6250)
-Hunter Killer 3 ($6250)
Seismic ($6250)
Skycap 2 ($6250)
-Skycap 3 ($6250)
--LongTom ($6250)

In order to get a Capital Ship with a Shield, Teleport Station 2, and Heavy Galv turrets, additonal stuff must be built and researched:
Adv Techbase ($10k)
Lt Fighter ($9375)
Enh Fighter ($12500)
Adv Fighter ($12500)
Disruptor 2 ($3125)
Galvonic Blaster ($3125)
Heavy Galvonic Blaster ($6250) - Can also be mounted in Gunships and Heavy Multi-Role Combat Vehicles

So the cost of getting a capital ship with Teleport Station 2, Shield, Heavy Galv Turrets, and one type of missiles (upgrade 2x) is $146875 - And that isn't counting the other upgrades you would get for the fighters, like Gat2, Dumb2, etc.

No, this is not meant to say why the cap ship should ahve 40k hull - It shouldn't. It is just showing exactly what the cap ship can and can't do

Posted: Mon Oct 27, 2008 10:59 pm
by ChildOfDeath
Just a few things about that, but first I want to reemphasize that for the most part, to build a succesful faction you have to start with small changes, giant sweeping changes tend to throw the faction towards an extreme (I.E. Either utter ownage, or complete worthlessness), both ensure the faction won't ever really become popular with the community.

For starters. No. That size is just way to big. You're effectively popping out of an aleph 1k closer to the base. That size is, if anything a bonus, because of the previous reason, and the fact that any competent nan will be able to negate 2/3rds of the enemies fire just by hugging the hull.

I also don't see how being able to hold 8 nukes in 1 clip is any sort of restriction. That is more then enough to kill any base in the game currently without reloading.

Heavy Galv Turret is redundant at best, it will probably never be researched. Capital shield is also redundant. It won't be used over extra 'armor'.

The cost to get to the ship is far to cheap. With current miners you would need 6 full miner loads, to rush a battleship. Not counting starting money. With that much hull, and power, its unstoppable.

I like the idea of no TPs, but the way you have it set up right now is more a buff then anything else. You don't ever have to spend money on TPs, and you get them automatically included in all the important places to have rips (Bases that might need defending.) The only downside being, you can't expand with TPs. Which, while it might slow things down for those times when you want to push opening TPs, it just means you can push a tech base for this faction instead.

Upgrading mass drives is kind of extraneous. Unless they've been nerfed since I last used them, they tear up bases just fine.

Posted: Mon Oct 27, 2008 11:09 pm
by Andon
ChildOfDeath wrote:QUOTE (ChildOfDeath @ Oct 27 2008, 06:59 PM) Just a few things about that, but first I want to reemphasize that for the most part, to build a succesful faction you have to start with small changes, giant sweeping changes tend to throw the faction towards an extreme (I.E. Either utter ownage, or complete worthlessness), both ensure the faction won't ever really become popular with the community.

For starters. No. That size is just way to big. You're effectively popping out of an aleph 1k closer to the base. That size is, if anything a bonus, because of the previous reason, and the fact that any competent nan will be able to negate 2/3rds of the enemies fire just by hugging the hull.

I also don't see how being able to hold 8 nukes in 1 clip is any sort of restriction. That is more then enough to kill any base in the game currently without reloading.

Heavy Galv Turret is redundant at best, it will probably never be researched. Capital shield is also redundant. It won't be used over extra 'armor'.

The cost to get to the ship is far to cheap. With current miners you would need 6 full miner loads, to rush a battleship. Not counting starting money. With that much hull, and power, its unstoppable.

I like the idea of no TPs, but the way you have it set up right now is more a buff then anything else. You don't ever have to spend money on TPs, and you get them automatically included in all the important places to have rips (Bases that might need defending.) The only downside being, you can't expand with TPs. Which, while it might slow things down for those times when you want to push opening TPs, it just means you can push a tech base for this faction instead.

Upgrading mass drives is kind of extraneous. Unless they've been nerfed since I last used them, they tear up bases just fine.

The size is the only thing that I am unwilling to change on - It's one of the Faction's trademarks.

The nuke amount isn't a restriction - It's the same as other battleships.

I agree with the Heavy Galv being somewhat redundant - I designed it mainly for Gunship use.

I definately agree with the cost of the ship being way to cheap. I also think it's way too fast to get it as well - I'm likely going to up the time it takes to upgrade the garrison. What else to do, I'm not sure. I want to have their Capital ship be something decently impressive, as it's the only thing they have, but I don't want it to be 'ZOMGWTFAWESOME' like it currently is

Originally, I had made them have no TPs at all except the deployable kind. I added them to the Garrison, and then to the Techbases, after several people said that they needed TPs and those could work if there was not going to be a TP base.

Massdrivers do not need to be updated, true, but I do like the name 'KISS' just for the slight hilarity factor. It'll probably end up being removed, though.

Posted: Tue Oct 28, 2008 3:15 pm
by redavian
"They also lack quickfire. Not that that will really make much of a difference"
cant be arsed doin proper quoting.

Anyway, more to the point,
NOOOOOOOOOOOOO!!!!! :o

Posted: Tue Oct 28, 2008 3:27 pm
by Andon
I have decided to put cloaks back in - It would be a real pain in the ass to balance it without them anyway, so I'll just add them in

Posted: Tue Oct 28, 2008 5:12 pm
by Andon
Alright, re-thinking the ideas and the numbers here.

Original idea: 'Universal Tech Base'
Keep/Discard/Modify: Keep
Reason: It isn't too different from the standard tech trees, and it also means that you have all of your eggs in one basket

Original Idea: Losing basic tech base loses all tech
Keep/Discard/Modify: Discard
Reason: If you have an adv techbase, that should work the same way
New idea: Losing both basic and adv tech bases makes you lose all tech. You must have a basic tech base to research the tech, however

Original Idea: Single Capital Ship
Keep/Discard/Modify: Discard
Reason: Well, being able to rush a Battleshbip isn't something you really want to be able to do
New idea: Several 'versions' of the same ship, like TF's 'Flagship' ideas, except not successive.
Version A could be a carrier version with turrets and no main guns or missiles. Cheapest cost, and the fastest
Version B could be a carrier and missile version - Only two turrets. Has the largest missile stockpiles
Version C could be a carrier and weapons platform. Four turrets, two main Mass Drivers, no missiles. This would have the largest direct damage, but would also be the slowest
Version D could be what it is now, with the roles of all rolled into one. Lower total ammo than Version C, fewer missiles than version B, and still have the carrier capabilities.

There would also be the 'Heavy Gunship' craft and the 'Miner/Carrier' craft - the 'Heavy Gunship' would be similar to a corvette, and the Miner/Carrier would be a pilotable version of the current level of miner

Original idea: Techbase required to upgrade garr
Keep/Discard/Modify: Keep
Reason: Rushed Battleships: DO NOT WANT

Original idea: No shields
Keep/Discard/Modify: Keep.
Reason: I see no reason to discard this idea

Original idea: No Cloak
Keep/Discard/Modify: Discard.
Reason: Too hard to balance

Original idea: AB Beams in addition to missiles
Keep/Discard/Modify: Modify
Reason: Craft will have either AB beams OR AB missiles. If they had both, it'd be incredibly difficult to balance

Original idea: Additional gunmount on all craft
Keep/Discard/Modify: Modify heavily.
Reason: Difficult to balance on every craft, becomes very overpowered
New idea: Additional gunmount on some ships only - Adv Figs, Adv Ints, Adv Stealths, All scouts, and Gunships.

Now, for the numbers part:

Original Number: 1.5 Ship hull
Keep/Discard/Modify: Modify.
Reason: 1.5 is way to heavy for medium craft.
New Idea: Reduce to between 1.1 and 1.25

Original Number: 0.75 Ship Speed
Keep/Discard/Modify: Modify
Reason: 0.75 is way too slow. Scouts can't catch up with enemy bombers
New idea: Increase to between 0.8 and 0.9 Ship Speed. Possibly add boosters to scouts

Original Number: 0.85 Ship Accel
Keep/Discard/Modify: Modify
Reason: Unsure of this, so I'm going to put it into 'modify' - Will be between the present 0.85 and 0.95

Original Number: 0.7 Ship Turn Speed, 0.7 Ship Turn Torque
Keep/Discard/Modify: Modify
Reason: 0.7 doesn't make it unpilotable in my experience, but that was also with the slower speeds.
New idea: Increase to between 0.75 and 0.85

Original number: 1.5 Base Hull
Keep/Discard/Modify: Modify
Reason: 1.5 is incredibly strong
New idea: Decrease to between 1.1 and 1.25

Original Number: 1.75 Base shield
Keep/Discard/Modify: Modify
Reason: 1.75 is insanely strong, and the regen doesn't effect the bases like I thought it would.
New Idea: Decrease to between 1.15 and 1.3

Original number: 0.65 Base Shield Regen
Keep/Discard/Modify: Discard
Reason: It doesn't have any effect on the game
New Idea: Keep it at the same number that Base Shield is at, to keep charging time the same

Original Number: 1.25 Ship Sensors
Keep/Discard/Modify: Discard
Reason: Name is misleading - It effects bases as well
New Idea: Keep Fig/Int scan range modified to low, Buff scout scan range to high, leave sensors at 1.0, or possibly increase/decrease by no more than 0.15

Original Number: 0.8 (1.25) Ship Signature
Keep/Discard/Modify: Keep
Reason: They don't really need a low signature, except on stealths, which will now be getting cloaks

Original Number: 1.3 PW Range
Keep/Discard/Modify: Keep or Modify slightly
Reason: It is to make up some for their speed and their poor missiles.
New idea: Decrease to between 1.15 and 1.25

Original Number: 1.1 PW/EW Damage
Keep/Discard/Modify: Keep
Reason: Again, to make up for their poor missiles

Original Number: 0.85 Missile Track
Keep/Discard/Modify: Keep
Reason: Their missiles are supposed to be sub-par

Original Number: 1.1 Missile Damage
Keep/Discard/Modify: Discard
Reason: 1.1 makes them have above average missiles. I wanted below average missiles
New idea: Decrease to between 0.8 and 0.9 Missile Damage

Original Number: 1.25 Cost
Keep/Discard/Modify: Keep
Reason: They have a quick research time

Original Number: 0.25 Research Time
Keep/Discard/Modify: Keep
Reason: Very few factions in alleg have a quick research time - Many have slow research times

Original Number: 0.5 He3 Speed
Keep/Discard/Modify: Modify
Reason: 0.5 may be a little too slow
New Idea: Increase to between 0.5 and 0.65

Original Number: 1.7 He3 Yield
Keep/Discard/Modify: Modify
Reason: That's a lot more money than other factions
New idea: Decrease to between 1.35 and 1.45

Original Number: +0.25 Starting Money
Keep/Discard/Modify: Modify
Reason: That's a lot of money
New Idea: Decrease to between +0.1 and +0.2

Original Number: +0.25 Payday Money
Keep/Discard/Modify: Modify
Reason: Again, a lot of money
New Idea: Decrease to between +0.05 and +0.15

EDIT: Put some udpates:
AB weapons
Losing a techbase
Shipyard
Ship Agility

Posted: Wed Oct 29, 2008 4:38 am
by CronoDroid
I think if you implement those changes it will be ready for some serious beta testing. So nice work!

Posted: Wed Oct 29, 2008 4:50 am
by Andon
I am just about done with the model for the techbase as well. Then all I will need to make is the outpost.

Of course, they then need to be CVH'd, along with the miner and the constructor, but that's not the fun part

For the ones that I mentioned having a variable range, where would you say to start out with?

EDIT:

Garrison/SY:

For the Garrison, just take off the SY part

TEchbase:

Posted: Wed Oct 29, 2008 6:41 am
by AaronMoore
Nice work Andon, these look great!

Posted: Thu Oct 30, 2008 12:26 am
by Andon
Old Idea: Heavy Multi-Role Combat Vehicle
Keep/Modify/Discard: Discard
Reason: Difficult to balance, and by the time you get them, they'd be practically useless anyway
Status: Implemented

New idea: Losing both basic and adv tech bases makes you lose all tech. You must have a basic tech base to research the tech, however
Status: Implemented

New idea: Several 'versions' of the same ship, like TF's 'Flagship' ideas, except not successive.
Status: Implemented

New Idea: 'Heavy Gunship' type Quasi-Capital Ship
Status: Changed to a Corvette type cap ship. Implemented

New Idea: Pilotable Miner/Carrier type Quasi-Capital Ship
Status: Implemented

New Idea: Restore Cloaks
Status: Implemented

New Idea: AB Beam on stealths, Ab Missiles on all others
Status: Implemented

New idea: Additional gunmount on some ships only - Adv Figs, Adv Ints, Adv Stealths, All scouts, and Gunships.
Status: Implemented

New Idea: Armor plating for Small/Medium Craft
Status: Implemented

New Idea: Reduce to between 1.1 and 1.25 Ship Hull
Status: Implemented at 1.25

New idea: Increase to between 0.8 and 0.9 Ship Speed. Possibly add boosters to scouts
Status: Implemented at 0.85

New Idea: Increase Ship accel to between 0.85 and 0.95
Status: Implemented at 0.9

New idea: Increase to between 0.75 and 0.85 Turn Torque/Turn Speed
Status: Implemented at 0.75

New idea: Decrease to between 1.1 and 1.25 Base Hull
Status: Implemented at 1.2

New Idea: Decrease to between 1.15 and 1.3 Base Shield
Status: Implemented at 1.3

New Idea: Increase to between 1.15 and 1.3 Base Shield Regen
Status: Implemented at 1.3

New Idea: Keep Fig/Int scan range modified to low, Buff scout scan range to high, leave sensors at 1.0, or possibly increase/decrease by no more than 0.15
Status: Implemented at 1.0 scan range, all scout scan ranges buffed to 1.3

New idea: Decrease to between 1.15 and 1.25 PW Range
Status: Implemented at 1.25

New idea: Decrease to between 0.8 and 0.9 Missile Damage
Status: Implemented at 0.9

New Idea: Increase to between 0.5 and 0.65 He3 Speed
Status: Implemented at 0.5

New idea: Decrease to between 1.35 and 1.45 He3 Speed
Status: Implemented at 1.45

New Idea: Decrease to between +0.1 and +0.2 Starting Money
Status: Implemented at +0.2

New Idea: Decrease to between +0.05 and +0.15 Payday
Status: Implemented at +0.15