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Posted: Tue Oct 03, 2006 4:22 pm
by Mordikai
ok, i decided to make a whole thread for any opinions on ideas i have or questions i need answered instead of making a seperate post for each one... also id like people to use this thread to criticise any problems they have with the faction instead of using the so called 'finalised' thread which is really just where im putting my current ideas at and editing every time something changes.

Anyway i have 2 things right now i need opinions and advice on...

1, The unique faction ship... as i said earlier i believe every faction should have a unique ship but nothing too powerful like the pt bomber or vanguard just something with a uniqe ability like the rix have their SR scout...
anyway my idea is based on the HLW faction unique mine (wide spread, long life, low damage), i thought maybe if i limited it to one weak ship only id be able to raise the life/damage of the minefield a bit making it more powerful than i orgininally planned. Anyway heres the idea: a weak ship which would act like a waste dumper or such which comes free with the upgraded garrison or uranium tech mine (or both) but would have a small cost on it preventing everyone jsut getting one and going out with it... it would be the only ship able to equip the minefield which would last for around 5 minutes (noir said it could go as long as 15 mins) along with maybe a sig cloak/hvy sig cloak and a lt booster but wouldnt be able to equip any guns or missiles

2, The Phalanx and Avenger faction unique weapons... the idea behind these is that they would be the best weapons against interceptors but would have a weakness against shields making them less effective than their AC/minigun alternatives, i think the idea is pretty solid atm, values will be added in once i either learn them or get someone to do ICE for me... anyway the problem i have behind the planning is whther i should have the guns branch off of AC2/minigun2 and the adv tech base or give them their own tech line (1-3)... also if i were to make the avenger branch off of minigun should i have it as one powerful weapon similar to the mini dis or should i make it a normal weapon taking all 2-3 slots...
(oh yeah... or should i give the phalanx its own tech line and make avenger branch off of mini2+adv tech or the other way around?)

oh and another thing... i know this is a longshot but is there any way to limit the use of certain weapons? i was thinking maybe if the faction produced one HLW every minute that maybe i could further increase the life of the minefield ;p

Posted: Tue Oct 03, 2006 9:42 pm
by apochboi
The idea sounds fine for "The Phalanx and Avenger faction unique weapons". Just a couple of questions.

1. Will the guns disperse like a gat, or will they be accurate like TF gats.

2.You name two weapons. Can you give more info on there uses. I.E, will the Avenger be for Figs, and the Phalanx for Ints. Or will both the guns work on all.

In concept it sounds good though.

p.s (Im not always critical /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />) hehehehe

Posted: Tue Oct 03, 2006 10:58 pm
by Mordikai
well ive explained this in the faction: Vaughn thread... i think...

The Phalanx is a turret researchable from the sup which also has a mini version hvy scouts can equip aswell as adv fighters in their galv slot
The Avenger will be the minigun equivalent for ints/hvy ints researchable from the exp... though im not sure if i should make it a powerful one slot weapon for the hvy int like GTs mini or if it should be jsut like the mini guns being equippable in all slots and available for all int stages

both im thinking will have a slightly lower dispersion than their counterparts (AC and minigun) due to the best int factions having small hit box ints

btw its mainly my faction unique ship im really wanting opinions on /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> the minefield idea is to have a widespan like the emp mines and have a long life of several minutes (been told it could go up to 15)... ships would be able to go through them at full speed and only take a relatively small amount of damage but it would still provide alot of use in slowing down bombers and harassing miners

btw the real life phalanx is the anti aircraft weapon u see on aircraft carriers and the avenger is the gatling gun that A-10 thunderbolts are equipped with /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> its where i got the names from /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

http://en.wikipedia.org/wiki/Phalanx_CIWS
http://en.wikipedia.org/wiki/GAU-8_Avenger

Posted: Tue Oct 03, 2006 11:05 pm
by asheron2k
Please... No 15 minute mine packs ...think of the lag

Posted: Tue Oct 03, 2006 11:44 pm
by Mordikai
I know im not gonna make them that long... not jsut because of the lag but the mine spam... as i said just a few minutes... long enough to see a bomber heading for an aeleph and to have the entire route its going to take mined (though it would still be able to go around the mines ofc but this would slow it down)... think very low damage prox mines without the need to call a drop /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" /> but please... dont comment on the mines, comment on the unique ship that i might make to be the only one capable of using them... do you think maybe it shouldnt have sig cloak or lt booster or do you think it should have some real weapons? maybe you think it should be researched or should have a high price like 500 (i was thinking bout 100)

Posted: Tue Oct 03, 2006 11:56 pm
by guitarism
Make the mines last no longer then 3 -5, at the extreme. Give the ship that carries it only 1-2 gun mounts, light armor and not much HP. Make the Mines cost money (like 100 each). No turrets. Give it bad handling charecteristics. Make sure it's got some research amount to it.

Posted: Wed Oct 04, 2006 2:15 am
by Mordikai
guitarism wrote:QUOTE (guitarism @ Oct 4 2006, 12:56 AM) Make the mines last no longer then 3 -5, at the extreme. Give the ship that carries it only 1-2 gun mounts, light armor and not much HP. Make the Mines cost money (like 100 each). No turrets. Give it bad handling charecteristics. Make sure it's got some research amount to it.
yer thats the kind of life period i was looking at on the mines and I was planning on low hp aswell but anyway... you think it would be better to have an offensive side to it instead of it being more focused on deploying mines? sounds like a patroller with mines instead of missiles... i think i prefer my idea but ill wait till i get more feedback and think through it more... btw what kind of research amount are you thinking? the thing thats going through my head thinking about this ship is making it more of a strategic ship rather than a fighter but yet make it so that it will appear in most games instead of being one of those things considered not worth being researched... as i said my initial idea is to ahve it come free with the upgraded garrison/uranium spec mine/upgraded garrison+uranium spec mine but there may be other ways?

btw the mines wont cost money no matter what, it just wouldnt fit in to the idea that its waste that theyre wanting to get rid of, not something they have to spend money on to create... (HLW - High Level Waste btw) I would consider raising the price of the ship though if people think its necessary...

Posted: Wed Oct 04, 2006 10:58 am
by Mordechaj
give him 1 gunmount, low hp, no shields, no missiles, but let him have (lt?) boozter and don't make him too slugish.

i just can't see any point in a slow, weak, unmanuverable and unarmed pirate ship.


it has to be fast and agile, or it wouldn't be used by pirates. slow and bulky crafts can "buy off" their nerfs if they have the firepower, otherway it has no use for piracy.

and if the mines deal low demage, don't put a price tag on the ship, or make him cost 1$.

make it a big hitbox - all that waste that has to be trasported, so it would be out of place in dogfight.

Posted: Wed Oct 04, 2006 1:53 pm
by Mordikai
Mordechaj wrote:QUOTE (Mordechaj @ Oct 4 2006, 11:58 AM) give him 1 gunmount, low hp, no shields, no missiles, but let him have (lt?) boozter and don't make him too slugish.

i just can't see any point in a slow, weak, unmanuverable and unarmed pirate ship.
it has to be fast and agile, or it wouldn't be used by pirates. slow and bulky crafts can "buy off" their nerfs if they have the firepower, otherway it has no use for piracy.

and if the mines deal low demage, don't put a price tag on the ship, or make him cost 1$.

make it a big hitbox - all that waste that has to be trasported, so it would be out of place in dogfight.
the faction wont have small shields anyway like belters... i was thinking fast and agile too but not sure bout the size, i was thinking bout making it fairly small with a scoop on the front like a digger to make it look like more of a non-military craft than a combat craft but maybe it should be big... btw i need to put a higher price on it to prevent everyone just getting one and spamming an entire sector full of mines... limit the number of them possible and such a thing wont happen.. im starting to lean towards making it cost 250/500

btw they arent like pirates... theyre on the border of being a group of outlaws and a real faction... think of them being something more like raiders or vikings than pirates once they grouped with the Vaughn Corp and aquired their technology

Posted: Wed Oct 04, 2006 2:24 pm
by vlad13
About the mines: suppose the mines do very low damage. If they last 3 minutes in a 20 vs 20 game at 3-6 mines per ship you could easy overlap 30 mines using only like 7 ships to drop them.Now 30 x low damage is not gonna be very low. You can also have a carrier nearby to resuply the mines i guess if there aren't that many mine layers.

* Make reload time very long (30 sec?)

* Make the mines cost money - is it possible?

If the ships cost money they can still reload at carrier and drop more.