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Posted: Sat Aug 13, 2011 11:45 am
by Zero_Falcon
I'm confused - like, are the 3 techpaths capable of beating each other equally or are they 'balanced' Rock-Paper-Scissors style?

Because I don't like the idea that the outcome of a game is just a whole Rock-Paper-Scissors affair that was decided when the techbases were chosen...

Hmm... in most other RTS's (KKnD, C&C:RA2, Homeworld, to name a few...) you can often get the entire tech tree whereas in Allegiance we usually only use a fraction of the tree.

I'm quite confused...

Posted: Sat Aug 13, 2011 12:02 pm
by Spunkmeyer
Opening up the tech tree is an interesting idea, but what would you do with the rock/tech base dependency? Right now you have to kill 1 or 2 tech bases and then have to press on to nuke the gar before the enemy gets another. If you opened it up, what would you replace that dynamic with?

One way to encourage more techs in the game is to make the enhanced level more powerful in relation to the advanced level, so having 2-3 basic tech bases is about equal in effectiveness to having a single advanced tech base. This doesn't work right now, mainly because the roles of the three techs are not different enough at the enhanced level.

If you could design and pull this off it could make for a very interesting game.

Posted: Sat Aug 13, 2011 1:28 pm
by GoodWill
Yeah Falcon ... you should go ahead and design it and pull it off!

Posted: Sat Aug 13, 2011 3:56 pm
by Alien51
I'd say they are capable of beating each other up equally; when you take faction nerfs and perks out of the picture.

The entire tech tree IS open for investment; most games just keep the money down to where you have to choose between them. You can turn money up if you want. But the race to tech is part of the fun, if we simply started all games with each side having all techs... It wouldn't be as much fun.

Posted: Sat Aug 13, 2011 4:29 pm
by Spunkmeyer
No, money is not the issue. If you turn the money up then investment becomes a matter of clicking and spamming without need to make choices, which makes for a @#(!ty game. What you need is a system where you have the same amount of money, but investing in another tech is equally attractive as upgrading the current one.

Posted: Sat Aug 13, 2011 4:57 pm
by ryujin
Zero_Falcon wrote:QUOTE (Zero_Falcon @ Aug 13 2011, 07:45 AM) I'm confused - like, are the 3 techpaths capable of beating each other equally or are they 'balanced' Rock-Paper-Scissors style?

Because I don't like the idea that the outcome of a game is just a whole Rock-Paper-Scissors affair that was decided when the techbases were chosen...

Hmm... in most other RTS's (KKnD, C&C:RA2, Homeworld, to name a few...) you can often get the entire tech tree whereas in Allegiance we usually only use a fraction of the tree.

I'm quite confused...
dunno what there is to be confused about. tech matters some but not much. it really comes down to skill. garr tech can easily win most games.

Posted: Sat Aug 13, 2011 5:09 pm
by yiggz
Supremecy is probally the strongest tech path of them all considering it has some of the strongest game ending tech.

EXP has Htt - you can always cap that base back
Tac has SBs/nerve gas - getting enough Stealth Bombers to do the job correctly...
Sup has FBs/Bombers - AB2/3, AC2/3, will shred your D and blow your base up fast Yo.

That being said all the tech paths would be utterly rubbish without the most uber of ships/techs that is teh SCOUT! Without scouts your game is lost, yes you can use cons and miners but they still do the job that there is a ship already made for.

Posted: Sat Aug 13, 2011 10:36 pm
by Zero_Falcon
yiggz wrote:QUOTE (yiggz @ Aug 14 2011, 01:09 AM) EXP has Htt - you can always cap that base back
Exp - in the current metagame unless they aren't Exp as well they can't cap it back so i.e. They lose that base while the enemy gains 1 more.

Posted: Sat Aug 13, 2011 11:12 pm
by DonKarnage
EXP gets TT's before needing to go Adv, yeah?

Posted: Sun Aug 14, 2011 12:23 am
by Spunkmeyer
In XC, yes. TT's that have emp that is.