Hi fellow Allegians, >> Warning long posting <<
Welcome to DMX9 a core with one thing in mind.
Death Match Xore 9, out of the many great ideas I have seen in the many years of playing now, I have not seen one core meant for DM only.
I am aware that we can select that option as a game type right now, and be done with this silly idea. I want to address many issues with the current state of DM options... Wait, we don't have any other options for DM games.
Why do we have the same research times for DM games? Why is it we need a 10 minute wait for one faction, and the other is shorter? Yet, even those shorter times still put the start of a DM at about 30 minutes (maybe less, or more) before it gets to the point we can play. By this time people are bored and are attacking miners, cons, and such messing around to avoid being so bored.
DMX9 will address this issue with very short research times, and little or no cost to buy and build things. I want a game up as fast as the map can be scouted, and to address that issue here are just the basic ideas to speed things up.
May not require MINERS to mine any longer. Yes they will still mine in the end, but here is what they do in DMX9:
Standard everything does nothing new. Advanced miners - Fly speed 750MPS and have little mass to make the super agile. Shields that wont drop, and hulls that can withstand a direct ram into a astroid. They will also be a full tele-port so once the U rock is found the con builds in 1 second and rips in 1 second and is flying to that rock at 750MPS to build asap. Also low mass to make these as agile as miners.
With miners and cons flying so fast I thought these can replace scouting completely, and will increase scan ranges to allow for fast scouting of even the largest maps we have now. The other thing I find is sometimes people leave PODS on in DM games. This is lame, so I will make all ships not carry pods. So when you get podded, your in base instantly. Nothing ruins a good DM like floating home. In case I miss a ship or you drop from a game and come back podded, pods speeds will be 300MPS just for fun, and miners, and cons will be able to rescue pods.
I will remove Caltrops, and Tower Layers from this core, as to avoid those annoying things. Removed also will be probes, most anything that can cause lag to the game will be gone from this core.
Ships will change in how they handle as well as the speed they fly at normally. Same rule all standard tech will be nothing new, this is true for ships also. Deep inside if the DMX9 labs comes improvements to the ships we used to know one way... Now they are new animals, ready for the fight ahead.
Scouts - these will take a new role in the DMX9 core, they will be fast lower signature. They will be able to carry more cargo. (Probes are gone now, so no spam wars) Proxy Mines will have more punch same lifespan as now to keep it from over doing things. More cargo means instead of 2 Proxy Mine packs now you carry 10 per slot. Missiles I think that will be a surprise, same for ammo.
Scouts will now be able to mount other guns instead of just the gat or nan gun. The gun mounts for the advanced scout will be 2, same for the heavy scout, once you go assault scout you get 3 gun mounts. No turrets will be offered on the scout ship.
Advanced Fighters - A faster, more agile ship meant for longer time out fighting. they will become more agile than they are now at the advanced stage, and fly faster. The signature will be lower, and the cargo hold will be improved, these will also be able to mount Mini AC, and Mini-guns found on INTS now, as well as energy type guns found on stealth ships. Once you hit the assault level, these ships handle like INTS more than fighters. Very agile, faster, and even more options to use for weapons, and the cargo hold grows some.
Now the crown jewel of the ships to be used... The Interceptor - Advanced level makes this bad boy spank other ships, even if they are also advanced themselves. This ship is like a Tiger, lots of power, huge damage potential in the right hands. Oh have I mentioned that advanced ships will have a rip time of five seconds, and heavy will be 4 seconds and Assault level 3 seconds... Interceptor ships will be a little longer 6 seconds, 5 seconds, and 4 seconds...
The guns once advanced on the interceptor will be pumped up to 2 full Auto Cannon Turret type weapons. Heavy level gains one more of these, and assault level gains one more still... Like I mentioned this is the bad boy of the ship line up. The hull will jump up also, it will be weaker than say a slower less agile fighter, however with the newly gained shooting distance of the AC guns, and a much improved scan range of 1.5k will help you nail the enemy that much faster.
Also the cargo hold of the INT will be greatly increased to allow for a more extended fight time. And, a top speed of 650 normal speed. Booster options will not push much over that, but will get you to it much faster than not. Interceptor ships will be the fastest ones to fly, the most agile ships, and the most deadly in a good pilots hands.
The Gunship - Advanced will see it jump in speed and agility, as well as a cargo boost. Guns will be 1 AC, 2 MINI AC, or energy type weapons. Heavy GS, is faster still 250MPS now, and more agile. Cargo gains some room, and now you have one AC, 3 MINI AC, or MINI guns... Lower signature, and the ability to use any missile available will alow this to become a more deadly ship. No turrets in the advanced or heavy GS modes, once you upgrade to Assault level you can gain 4 turrets, all using any available gun weapon you have so far picked. The main guns now go to 2 AC and two Mini AC, or some other combo yet thought of.
Bombers... No longer used in this core... No Base killing tech will work on bases in this core. They will be removed, or made to not damage base hull objects. No need for Bombers with gunship options.
Cap Ship - The big issue with these are are big, slow, and not fun for anyone who is not new. Time to change this. I mean the technology has been found hidden away deep inside of the DMX9 secret labs to make these much more fun than they are now. So expect some surprising ideas to be introduced with this cores cap ships.
OOPS, forgot Stealth options. What ruins a good DM fast? Besides spam of anything long lived, cloaking. So I have removed ALL cloaking options from this core. To keep it fair to the art of stealth warfare I will make snipers more powerful, and no signature increases. Also missiles will no longer increase your signature, and your shield will not also. So if your ship is normally a 40 signature in the standard option with nothing on it. Then the Advanced one will be 30, the heavy will be 20, and the assault will be 10. This allows you to more or less hide. Be warned that all bases will have massive scan ranges to help prevent base spam.
Missiles will be faster, better hitting, and carry larger payloads. Stealth ships will be pretty fast compared to now, I am thinking a speed of 350MPS booster power to 550MPS for fast getaways... Unless an INT is after you... Then you might as well fight. Or rip.
Carriers will be gone, a well as other non used items like Anti Base anything, anti miner, and con any thing.
This is not everything, but just the most general overview of the core idea. I hope it will address many issues of DM style games at this point, and I welcome new ideas. As well as anyone willing to take this idea and run with it for our own use, and or ideas. I just ask that you note where the idea came from is all.
I was inspired by the Warpcore Apochboi just released, and while yes it inspired me this core is not based on his. That will be a surprise when and "if" it is made. This is now in the idea stages, I want to see if anyone likes this idea or not. If not, cool then you saved me a ton of time making it for nothing.
If you like it, and or want in on making it with me, or making it fully I am open to all ideas. I just want more play options for people who, like me enjoy the options we have, just could we make a core more friendly to NON-Conquest type games... Mainly DM style games, allowing us a faster start time, and fun along the way as it builds. So we can see what each level is like, then up it fast, play the next level... Then max it all out and have at it.
Oh, no teach will be so much more powerful than another factions as to ruin a game anytime a faction is played. However, if someone using advanced tech takes on heavy, or assault level tech they will be wasted.
And, for anyone wanting NIX used.... I might do that, I just do not know how to add them yet. /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
So again, any ideas, yay or nay, or if you want to help or can make this core happen, as this is my first time ever trying this...
DMX9 A core like no other core.
FYI, i realise you have no knowledge of ICE, it's impossible to not have no pods, if pods are selected in the game menu and you have removed them from the Core, the server will crash. Thus rendering your core a problem /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Last edited by apochboi on Tue Mar 04, 2008 6:00 pm, edited 1 time in total.
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DrBeginner
- Posts: 501
- Joined: Wed Jul 09, 2003 7:00 am
- Location: In my research lab
Just turn off pods in the server settings. keep the pods in the core.
I loose my motivation to help out more and more each day to drama like this. Which is why I am mostly /meh on this point. I will continue to play as I always have, with the morals I have been rasied with and if this community finds they don't like myself and others like me who just enjoy playing the game with their friends on TS or squadies, then they can ban us and my Warhammer account, Girlfriend, and IRL activities will get a lot more attention and will thank them.
-TheVoid
I am DrB and I approve of this messege.

-TheVoid
I am DrB and I approve of this messege.

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blackeagle0001
- Posts: 199
- Joined: Fri Mar 30, 2007 11:30 am
- Location: South Australia
LMAO - You read my mind buddy. I was going to ask you about this option. Thanks for the info. OK, then plan 2... 1 second life span PODS, now that I can do.apochboi wrote:QUOTE (apochboi @ Mar 4 2008, 09:59 AM) FYI, i realise you have no knowledge of ICE, it's impossible to not have no pods, if pods are selected in the game menu and you have removed them from the Core, the server will crash. Thus rendering your core a problem /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Will keep them for sure. My plan is not to crash things.DrBeginner wrote:QUOTE (DrBeginner @ Mar 5 2008, 04:48 AM) Just turn off pods in the server settings. keep the pods in the core.
Insta Rip of one second is possible, as is making ALL bases full TPs so no need for TPs for this core. And, pod speed can be made to be super fast... I am talking 700mps of we like. I like the no life span of pods better as of this time.FE-Black Eagle wrote:QUOTE (FE-Black Eagle @ Mar 5 2008, 05:24 AM) Or make them super fast/make them insta rip.
Oh, btw, 10 prox per slot will make them turn veeerrrryyy slowwwlllyyy.
Ten per spot would as of now cause that to happen to ships. The ships will have more thrust, more agility, and overall much better handling than they do now. And, cargo will be made to have much less mass than it does now, as to not affect ship fly-ability.
Correct on this.Solaria wrote:QUOTE (Solaria @ Mar 5 2008, 05:37 AM) not if you lower the mass of prox.
I think that is possible to do. It is lifespan of the item.kramari wrote:QUOTE (kramari @ Mar 5 2008, 05:46 AM) If it can be done, you could put the amount of oxygen in the pods to zero or something...
So far I have one person wanting NIX used. I was planning on using RPS as my base. Do not worry my core will not feature BF anything, and no faction will pwn over the others. I like the fact RPS has assault level options where others do not.
Apoch or anyone with ICE experiance would like to tell me how to add it to the DN core I would rather do that. Again my core will not be like DN core. I just need a solid base core to start with, and of course credit will be given to whatever core I use as my base.
I will not be able to make models like I wanted at one time, as well as make the core. I am sort of on a tight schedule as my wife and I are trying IVF (to have a baby) after 17 years of being together. Soon I will not be online as much, about a month or so out from now. My goal is to work on this, and get it going in that time.
If we succeed in this, I will have more pressing real life things to put my energy into, like a child or two. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Apoch you are correct I do not know about ICE, and can use any tips you may wish to share. I am open to any and all help on this project, as I feel it could be a fun core.
I will be naming ships and weapons after players/people who help, and play. My idea is to reflect our community within the core.
New SF Member... :)p
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Grimmwolf_GB
- Posts: 3711
- Joined: Wed Jul 02, 2003 7:00 am
- Location: Germany
- Contact:
An idea that's been floating in my head...
Give Rixians some form of Railgun option for their missile slot that uses up alot of ammo but puts out alot of damage as well. You should probably restrict this to either gunships and advanced fighters and above.
Or instead of using the missile slot, maybe uses the Galv slot, and the advanced form of the gun should be able to take out light bases, and other Galvable bases.
Rixian GS should have a mine slot, and amount of combat pods it can carry should be increased to say, 5/slot.
And a word to the wise. I've seen alot of people lately spamming tech bases and recon bases to try to prevent the other side from reaching assault level tech, or preventing them from reaching certain techbases (be it tac, sup, exp, whatever) This could easily be abused with a 1 second con build time, 700+MPS speed, and 1 second plant time. You might want to come up with some way to avoid this.
I'm willing to bounce some ideas off of you if you want, although I'll expect a Rixian scout named after my Lafayette hider /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Give Rixians some form of Railgun option for their missile slot that uses up alot of ammo but puts out alot of damage as well. You should probably restrict this to either gunships and advanced fighters and above.
Or instead of using the missile slot, maybe uses the Galv slot, and the advanced form of the gun should be able to take out light bases, and other Galvable bases.
Rixian GS should have a mine slot, and amount of combat pods it can carry should be increased to say, 5/slot.
And a word to the wise. I've seen alot of people lately spamming tech bases and recon bases to try to prevent the other side from reaching assault level tech, or preventing them from reaching certain techbases (be it tac, sup, exp, whatever) This could easily be abused with a 1 second con build time, 700+MPS speed, and 1 second plant time. You might want to come up with some way to avoid this.
I'm willing to bounce some ideas off of you if you want, although I'll expect a Rixian scout named after my Lafayette hider /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />
Last edited by Guivre on Wed Mar 05, 2008 7:08 pm, edited 1 time in total.


