Advanced Scouts

Development area for FreeAllegiance's Community Core.
Vlymoxyd
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Post by Vlymoxyd »

I'd rather remove heavy scouts than having adv scouts in garr but I find it pretty illogical to have 2 ships upgrade available in the same tier.

I voted no for some reasons:

- It would make starbase less interesting(unless you're sup).
- It would make tac weaker
- Adv scouts are somewhat special now, I like how they feel like an investment rather than a must. I feel that buying adv scouts would become like an buying an opening op.
- I like the current weakness of scouts. It takes skills to fly a basic scout. Adv scouts are just so fast that you can get away easily. I'm not 100% sure of what would happen, but currently, a scout attacking a miner defended by a fig will usually get killed and will have problems to run away from a fig. But an adv scout could probably run away easily from the fighter. If a team is willing to buy a starbase for adv scouts, I don't mind seeing it happening, but it could be extremely annoying if adv scouts were in garrison.
"Désolé pour les skieurs, moi je veux voir mes fleurs!"
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Clay_Pigeon
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Post by Clay_Pigeon »

So it may be in order to rework adv scouts so that there is more of a progression from basic to adv to hvy. Right now, adv scouts mirror hvy scouts in sig, scan and speed (i just looked at GT, but I think other factions scouts progress in a similar manner. Perhaps we can do something like

adv scouts
scan is 2700 (was 3000, same as hvy. basic is 2400)
sig is .65 (was .5, same as hvy. basic is .75)
speed is 160 (was 180, same has hvy).

Current weapon loadouts already progress nicely.
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fuzzylunkin1

Post by fuzzylunkin1 »

Vlymoxyd wrote:QUOTE (Vlymoxyd @ Jun 28 2008, 04:46 PM) - Adv scouts are somewhat special now, I like how they feel like an investment rather than a must. I feel that buying adv scouts would become like an buying an opening op.
- I like the current weakness of scouts. It takes skills to fly a basic scout. Adv scouts are just so fast that you can get away easily. I'm not 100% sure of what would happen, but currently, a scout attacking a miner defended by a fig will usually get killed and will have problems to run away from a fig. But an adv scout could probably run away easily from the fighter. If a team is willing to buy a starbase for adv scouts, I don't mind seeing it happening, but it could be extremely annoying if adv scouts were in garrison.
I agree with these two points. When my commander buys Advanced Scouts for us I'm like "Yesssss! Time for some fun!"

I don't want to get used to always having them around, as much as I love them. I would get bored with them.
Koczis
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Post by Koczis »

fuzzylunkin1 wrote:QUOTE (fuzzylunkin1 @ Jun 29 2008, 02:42 PM) I would get bored with them.
Oh, thats very serious and decisive argument /rolleyes.gif" style="vertical-align:middle" emoid=":roll:" border="0" alt="rolleyes.gif" />

As for changing game balace - yes, it's possible that with easier access to adv scouts we'll see them more often, it's possible that it will change game enviroment seriously. IMO the point is will it be change for good or bad. For example few ppl noted that easier access to adv scouts can nerf tac, but is tac so bad vs bios which usually have adv scouts? Tac team can buy adv scouts too for better chances for detecting bomb runs. And team fighting against tac usually lost some miners and is short on cash, not always capable to spend another few k for adv scouts. There are many variables and it's hard to predict all results. For sure proper change of adv scouts stats (like Clay suggested) will decrese impact fo this change for game balance.
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apochboi
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Post by apochboi »

I like the idea, i also like clays proposed changes to the scouts. I think I will leave this out of the next release of the CC, but I will create a beta and see if we can get some play tests on it to see how this idea fairs.
Adept
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Location: Turku, Finland

Post by Adept »

[preamble]
Heavy scouts are needlessly cheesy for me. I usually spend about half my time in scouts anyway (I blame the cadet course), and I get a heavy scout it's a bit of a power trip for me. The quicklaunch missiles seem seriously overpowered. How come the scout is better with missiles that an advanced fig?

Maybe one should consider making advanced scouts the top tier (again)? If we want, we could make an enhanced scout that is researchable in the garrison, and leave advanced scout in the starbase.

Quite frankly I'd be perfectly happy with just removing the heavy scout as well.
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Vlymoxyd
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Post by Vlymoxyd »

I also like the idea of enh scouts or at least would like to see it tried.
"Désolé pour les skieurs, moi je veux voir mes fleurs!"
-German teacher

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