Perking figs

Development areas for Allegiance core (IGC) design.
CronoDroid
Posts: 4606
Joined: Sun Nov 06, 2005 8:00 am
Contact:

Post by CronoDroid »

That is completely untrue, I have never ever seen Tac defend miners even half as well as Sup has in all the time I've played. I don't want to start a Tac vs Sup @ miner D issue but for one thing it's much easier to hit a orbiting int with gats than it is with a hunter, SFs don't have the accel to quickly get over to another miner that's being attacked in the same sector, and you can't spoof gats with CM. Also, how far are you able to pick off ints with SFs compared to figs? For one thing, the ints will be detected at the same range no matter what you're flying due to the scouts with the miner which currently due to the int's low sig is a fairly short distance away from the miner. Coupled with boosting ints and it will be in gun range about the same time as the hunter has to lock on.

Let's not forget that you're going to be sitting at a considerable distance from the attacking ints in order not to be detected and subsequently podded which makes missing much easier with Hunters. Figs can mount minepacks, etc. etc. etc. In short, I don't know how anybody has ever thought Tac was better at miner D than Sup is.
takingarms1
Posts: 3052
Joined: Fri Feb 20, 2004 8:00 am

Post by takingarms1 »

WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Apr 23 2008, 06:43 PM) i think lower sig for fighters might be an acceptable proposal, as it stands, a fighter without shields and missiles is still 15% easier to see then an interceptor on base signature alone. So even if you wanted to cripple yourself by taking away half your health and firepower to reduce your signature, your still easy to spot /doh.gif" style="vertical-align:middle" emoid=":doh:" border="0" alt="doh.gif" />
Yeah I guess my point is that I don't think anybody would ever do this. Ints are combat effective instantly. With a fig, you've got to wait for shields/missiles to load before you really become combat effective, and in that time frame people will be all over your shiznit anyway.

Figs aren't about being quiet and stealthy. They're about being everywhere at once. Most sup teams $#@! this up by making poor use of smallrip carriers and teleport placement.
"You give my regards to St. Peter. Or, whoever has his job, but in hell!"
- - - -
Curiosity
Posts: 98
Joined: Fri Mar 21, 2008 5:51 am

Post by Curiosity »

This topic is now in the forum 'OTHER CORES', but this topic is about how figs should be perked, discussions about game mechanics instead of making cores shouldnt be here...

This is absolutely odd! /wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

EDIT: Should'nt there be a subforum for discussing game mechanics?
Last edited by Curiosity on Mon Apr 28, 2008 1:24 pm, edited 1 time in total.
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

the core controls game mechanics.

this thread is about making figs better. you do this by changing things in the core.

since this isn't talking about figs in the community core, but in cores in general, it's in the other core forum.

it makes sense
Death3D
Posts: 2288
Joined: Sun Nov 12, 2006 5:49 pm
Location: Panama City, Panama

Post by Death3D »

Besides, I posted this before the Community core forum was created, otherwise I'd had posted it there. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
One short sleep past, we wake eternally and Death shalt be no more; Death, thou shalt die! Image
Curiosity
Posts: 98
Joined: Fri Mar 21, 2008 5:51 am

Post by Curiosity »

Oops, I'm confused. /wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> nvm...
ImANewbie
Posts: 187
Joined: Wed Feb 01, 2006 8:00 am

Post by ImANewbie »

How about giving figs 100% thrust in all directions and increasing accel a little? Right now ints just get up close and rip things apart, faster backthrust would make ints atleast have to aim. Also this would allow the fighter to back out of fights easier and sidestep any overboosting ints.
Andon
Posts: 5453
Joined: Sun Jun 03, 2007 8:29 pm
Location: Maryland, USA
Contact:

Post by Andon »

Take a look at the BSG ships if you want to know exactly how 100% thrust in all directions works. It can make things nuts
Image
ImageImage
Drizzo
Posts: 3685
Joined: Mon Mar 28, 2005 8:00 am

Post by Drizzo »

Everything right now has a certain harmony, and it all depends on how you look at allegiance. Tactical is meant to kill miners which it does very well, Expansion is geared towards combat, which it does very well, and Supremecy is tailored towards obtaining control.

Here, I'll simplify, Fighters aren't combat ships, unless you spend a lot of money making them into combat ships. If fighters were supposed to be combat ships, they'd be interceptors. How many times have you seen a rip camped by ints, only to have more figs rip in and kill the bomber coming to blow up the rip? How many times has your team recently built an op only to have it galved down? How many times have you lost a game to TP2? THOSE are examples of Sup being used in the way it's MEANT to be used.

How can you honestly think for a second that a fighter is supposed to match an interceptor at anything in the realm of ship vs. ship combat?

If you don't want to get beat up, then go Exp, because you can't fit a circle into a hole meant for a square.

Quick addition:

The reason why expansion gets an economy GA is because they're supposed to buy more bases and expand like Napoleon, and get a 2nd tech base if you can't finish with HTTs.
Last edited by Drizzo on Wed Apr 30, 2008 5:33 am, edited 1 time in total.
cashto wrote:QUOTE (cashto @ Oct 16 2010, 02:48 AM) Interceptors are fun because without one, Drizzo would be physically incapable of entering a sector.
apochboi
Posts: 1744
Joined: Sun May 28, 2006 7:00 am
Location: Dundee, Scotland

Post by apochboi »

Drizzo wrote:QUOTE (Drizzo @ Apr 30 2008, 06:24 AM) Tactical is meant to kill miners which it does very well, Expansion is geared towards combat, which it does very well, and Supremecy is tailored towards obtaining control.


Quick addition:----------------------

The reason why expansion gets an economy GA is because they're supposed to buy more bases and expand like Napoleon, and get a 2nd tech base if you can't finish with HTTs.

Bit of an oxymoron. Anyway personally i feel the tech paths are back to front, currently expansion is currently about gaining supremacy of the sectors and doing it through combat, where as supremacy currently is about expanding and expanding and more expanding using teleports and outposts.

The all techpaths need clarification.
Post Reply