Any additions to the back story/intro would be appreciated.
I Edited it!!! Even More as of Jan. 25
The faction will specialize in speed and stealth, low or normal almost everything else.
Tridec Perks
low sig- 0.85 to 0.95high speed- 1.2 to 1.35efficient and low sig boostersfaster than normal research time, around 90 secondsbetter than normal shields - 1.2high accelerationlong range weaponslong scanbetter energy wepsbases act as tele recievers.all ships can equip boosters-even bombersSpec mine-ish buildings-for econ supplement Cheaper bases if a supremacy costs 100k it would be around 70-80k<-\/enh. or adv. tech bases don't need to be bought they auto upgrade when certain tech is researched
Tridec shortfalls
weak hulls 0.75 to 0.85no refineriesslightly weaker stations 0.85 to 0.9expensive tech if gat 2 costs 6000 Tridec's would cost 7000 to 10000low miner capacity (too put a number on this if a average miner would bring 1000, Tridec miners would bring 600-750)slightly slower build time-at least 15 seconds more bombers cost more 50%cap ships can't ripcordslow roll and yawweak weapons near start.
As for a special feature, I thought about it and after reading the Salvage article
I was thinking that that would be pretty cool to have on this faction.
I was thinking of having a step ladder.As in, the first the weapon tech. Such as that at the start all weps are pretty much useless, the tech bases 1st upgrade i.e mini 2 will get it up to par. Then from there it will get slightly better then the average for that stage.
Feel free to make suggestions on the faction perks and nerfs.
As for ship and station design, the small ships are easy enough but capships, bombers, troop transports, utility ships and station have got me.
Ok here are the pics, and yes i know.
Tridec fighter front
Tridec fighter back
Tridec interceptor front
Tridec interceptor back
Tridec pod front
Tridec pod back
Tridec scout back
Tridec scout front
Tridec stealth fighter front
Tridec stealth fighter back
Faction: Tridec Consortium
First suggestion: Play allegiance for a while before trying to design a faction
Second suggestion: Artwork is everything. (By artwork, I mean models primarily)
Third suggestion: Drop the 'really' and the 'great' and all that junk from the perks. A 'really low sig' sounds like something that would be around 30%-ish, which would make the faction completely unbalanced. A 'low sig' could be anything from 99% normal to 75% normal to 30% normal, and gives you a lot more leeway in balancing the faction
Second suggestion: Artwork is everything. (By artwork, I mean models primarily)
Third suggestion: Drop the 'really' and the 'great' and all that junk from the perks. A 'really low sig' sounds like something that would be around 30%-ish, which would make the faction completely unbalanced. A 'low sig' could be anything from 99% normal to 75% normal to 30% normal, and gives you a lot more leeway in balancing the faction



(i am not exactly practised in the art of faction making, but never the less)
I would start with a focal point, which for your faction sounds like high scan and low sig, so anything between 1 and 1.2 scan, and anything under 1.2 sig, making it not to extreme, and not massively stealthier than bios.
next, give hull strength and speed proper numbers, as they are one of the few things that vary with almost every faction. id say 1.15 speed and 0.9 hull.
Then, any other things that fall under the category of:
The only thing that is known, is that you won't see them coming.
To me, this implies long range weapons and missiles (1.15 maybe?), high speed, low sig, high scan, but weak hulls (0.85+), maybe weak shields(0.9?), and various other nerfs that more or less balance it out, then, if you make it so far as to put it into a beta stage, smooth the rest out.
I would also put other features in that no other faction has, like bio's ripping pods and ic's automatically bought ships, etc. Maybe an econ that relies totally on spec mines? or a faction that specialises in prox? a carrier based faction*? a faction with all AoE weapons? im just chucking ideas out there. its your job to catch them.
good luck
*i can think of lots of stuff for that idea
I would start with a focal point, which for your faction sounds like high scan and low sig, so anything between 1 and 1.2 scan, and anything under 1.2 sig, making it not to extreme, and not massively stealthier than bios.
next, give hull strength and speed proper numbers, as they are one of the few things that vary with almost every faction. id say 1.15 speed and 0.9 hull.
Then, any other things that fall under the category of:
The only thing that is known, is that you won't see them coming.
To me, this implies long range weapons and missiles (1.15 maybe?), high speed, low sig, high scan, but weak hulls (0.85+), maybe weak shields(0.9?), and various other nerfs that more or less balance it out, then, if you make it so far as to put it into a beta stage, smooth the rest out.
I would also put other features in that no other faction has, like bio's ripping pods and ic's automatically bought ships, etc. Maybe an econ that relies totally on spec mines? or a faction that specialises in prox? a carrier based faction*? a faction with all AoE weapons? im just chucking ideas out there. its your job to catch them.
good luck
*i can think of lots of stuff for that idea
Last edited by redavian on Thu Dec 04, 2008 5:54 pm, edited 1 time in total.
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Zero_Falcon
- Posts: 413
- Joined: Tue Jun 03, 2008 5:14 am
- Location: Singapore
The idea is interesting, however, I can see one slight problem:
Start of the game:
You're weak starting power gives you difficulty securing terretory to mine. They rush your miners.
Your weak starting power means your miners die.
You don't have money to take advantage of your late game strenght.
In other words, your early game weakness, combined with the slower econ and high prices, make this a faction that, although having a strong late game, will have trouble winning due to an inability to get enough money for the late game.
Start of the game:
You're weak starting power gives you difficulty securing terretory to mine. They rush your miners.
Your weak starting power means your miners die.
You don't have money to take advantage of your late game strenght.
In other words, your early game weakness, combined with the slower econ and high prices, make this a faction that, although having a strong late game, will have trouble winning due to an inability to get enough money for the late game.



