BrainStorm - tech/units/eco

The land-based version of Allegiance, under construction.
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theTroy
Posts: 335
Joined: Thu Mar 20, 2008 6:52 pm

Post by theTroy »

I thought this might be useful for the future game features and balancing.

All is needed is a name, brief description, and the way you see this in-game. Its similar to the other threads, but is going to be just a "garbage site" of the ideas for us with the aim to get some inspiration for the modellers and devs /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

For example :

Name : Artillery
Description : Unit capable of lobbing powerful shells from medium to long distances (including cross-sector). Large, is not capable to defend itself, weak.
In-Game : Powerful unit, can destroy bases, and enemy veichles. Powerful shells with large splashdamage, does not have any lead indicators, so it has to be aided with support of scouts and friendlies. Shells can be intercepted by players or by automated defence systems. Main application is a combination with base attack which temporary disables the anti-arty defense systems and allows artillery to deliver some damage to the base.


Name : Miner
Description : Mobile mining unit
In-Game : allows you to mine the resources. Powerful hull, average speed. Has to be assisted by the players since it is very prone to attacks.


Name : Economy : split resources and money
Description : Resources are used for building techbases, and special units. Money is used personally by players to equip themselves and buy funky stuff
In-Game : You are quite worthless if you have only basic rifle. Wait for a few minutes and get 150$ needed for an advanced rifle, which deals 30% more damage and is more accurate. If you are killed, you loose the money accumulated. You get a little reward for killing enemy, slighty bigger reward for killing enemy special units, and an average income overtime due to paydays.
Last edited by theTroy on Fri May 16, 2008 3:25 pm, edited 1 time in total.
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Thank you parci :)
Virex
Posts: 129
Joined: Tue Sep 18, 2007 2:42 pm

Post by Virex »

A suicide grenade would actualy be interesting. But puting that aside, I think we should keep the same economy system as Allegiance. Your idea would be less usefull because it promotes basesitting and discourages giving your life for the team. Plus, it makes it so that the not-so-good players can't get the good weapons they need to stand a chance.

Anyway, some other sugestions:

Shotgun
Short range particle weapon optimised against infantry and lightly armoured vehicles. Utterly useless against things with a bit of armour.
shibbyx1
Posts: 136
Joined: Thu Jun 28, 2007 5:17 am
Location: Australia, VIC, Sale
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Post by shibbyx1 »

CrysisTM economics are an idea, as in, $X for missile launcher for infantry, and you earn "points" or money by being an effective team player, like killing enemy vehicals, or securing a location (which could count as scouting/probing other sectors)
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quote 'djrbk I'm quitting Allegiance unless someone quotes me on something I said in their sig
Tontow
Posts: 197
Joined: Mon Sep 25, 2006 12:19 am
Location: USA, Washington
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Post by Tontow »

Let the Core determin the economy system. That way you could mine wood and gold for a medeval core, or He3 for a more moderen core.
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