Omicron Hive for Dummies
There is a faction that Freeza, Weedman, Ramaglor and others are working on called "Omicron Hive".It is not finished yet. If you want to know exactly what point it is up to, you can read this thread.When it is ready, it will be released on whichever cores the faction creators and core developers mutually agree they want it released on.No matter how often you ask, it will not be ready for release before it is ready for release.
Thank you for your time.
The Omicron Hive - Arachnids with a hive mentality, their civilisation was a primitive one until they were contacted by the reptoid race known as the Dhilani. This warlike race almost annihilated the species before the Omicrons surrendered to enslavement. Working under their new masters the arachnids quickly learned the secret of metal working and higher technologies. They built giant spaceships deep within the earth of their homeworld, safe from the prying eyes of the Dhilani. The rebellion against the Dhilani overlords happened swiftly, the earth opening up and spewing hundreds of Omicron spaceships which fought the Dhilani craft viciously as they tried to escape. Thousands of Omicron lives were lost to the reptoid's superior weaponry but the Queenship escaped to deep space, searching for a new home and ready to defend themselves against any interlopers.
The Omicron Hive are the newest race to enter the Allegiance universe. They are a turret-based faction with weaker missiles and main guns. Their teams field less ships, but each one has enough firepower to take two opponents.
They are slower than normal at learning, with a five minute research time. To get the most from their technology they need to build a Colony of Knowledge, which can be upgraded to a shipyard.
Omicron Hive
As of Sep 2008
Faction PerksFaster helium mining and yield (He3 Speed: 1.1, Yield: 1.1)Excellent agility (Turn Rate: 1.2, Torque: 1.3)Improved scan range (1.1)Slightly improved sig (1.05)Increased particle weapon range (1.1)Stonger hull (0.98, Standard is 0.9)Heavy OutpostsTeleports and Refineries are combined into one base (Teleref)Basic scout is improvedAdv ships have lead indicatorsEvery ship has at least one turretUnique turrets which have longer range, less spread, higher speed, and higher ROFFaction NerfsTurrets do less damage per second (keep in mind however, that fewer of your shots will miss)Turret upgrades require a Colony of Knowledge & SupportLow miner capacity (0.85)Slow research time (5 mins)Slightly weaker shields (Shield: 0.95, Shield recharge: 0.98)Bad station shields (0.9 shields, 0.95 recharge)Slighltly lower accel (0.98)Low energy (0.95)Low energy weapon range (0.9)Poorer missiles (Track: 0.95, Damage: 0.95)Only missile available are seekersTeleref is a light baseRegular bombers antibase weapon is turret onlyOnly starting ship is the (improved) scout. (Think TF)No gunshipsFaction specific techGalvonic blasters are turret only.Teleref - light base that is teleporter and refineryMu turret - a MiniAC equivalent; available to most small craft, and transportsTheta turret - a minigun turret equivalent; for interceptors onlyTau turret - a AC equivalent; for figbees, bbrs, and capshipsPsi turret - a skycap equivalent; for heavy bbrs and capshipsHammer turret - an antibase weaponAnti-shield gun - for transportsOmega weapon - A nuke equivalent; for capshipsColony of Knowledge & Support - A turret upgrade research station/shipyard.Ideal settings???Faction tacticsTeamwork is gonna be important here. With two people manning each ship, you will be out numbered the majority of the time 2-1, so enemy sectors need to be swarmed with as many ships as possible (like a swarm of bees) with the group staying together to focus firepower. When operating as a single ship keeping off enemy sensors as much as possible will be of great importance to get objectives completed.Faction strategiesTo keep your early mining rolling you will need to push the initial teleref con. You will probably want to get a carrier to act as a home rip until you get a 2nd teleref out.???
Omicron Hive for dummies
Last edited by juckto on Mon Feb 09, 2009 12:34 am, edited 1 time in total.

Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
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Dunno about that, many of the nerfs seem so slight as to be meaningless:Malicious Wraith wrote:QUOTE (Malicious Wraith @ Sep 28 2008, 10:43 AM) Fyi, they are pretty underpowered.
Weaker ships (Hull: 0.98, Shield: 0.95, Shield recharge: 0.98)
/edit oh, and the hull is indeed a perk.
Last edited by Adept on Tue Sep 30, 2008 10:25 am, edited 1 time in total.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
Std ship hull was .9?Adept wrote:QUOTE (Adept @ Sep 28 2008, 02:31 PM) Weaker ships (Hull: 0.98, Shield: 0.95, Shield recharge: 0.98)
In CC only 3 of 8 factions (TF, GT, Belters) have more hitpoints... /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Teamwork is gonna be important here. With two people manning each ship, you will be out numbered the majority of the time 2-1, so enemy sectors need to be swarmed with as many ships as possible (like a swarm of bees) with the group staying focused on the specific task at hand. Also, keeping your ships off enemy sensors as much as possible will be of great importance to get objectives completed when tasks are not performed in numbers.juckto wrote:QUOTE (juckto @ Sep 6 2008, 07:57 PM) Faction strategies???
Allegiance Terror Alert Level: HIGH
QUOTE Std ship hull was .9?
In CC only 3 of 8 factions (TF, GT, Belters) have more hitpoints...[/quote]
ahhh, will edit OP
In CC only 3 of 8 factions (TF, GT, Belters) have more hitpoints...[/quote]
ahhh, will edit OP

Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
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- Joined: Sun Jul 16, 2006 12:51 am
You dont play a faction by its "Lack of Nerfs", you play it by its advantages.Adept wrote:QUOTE (Adept @ Sep 28 2008, 08:31 AM) Dunno about that, many of the nerfs seem so slight as to be meaningless:
Weaker ships (Hull: 0.98, Shield: 0.95, Shield recharge: 0.98)
This one lies almost purely in its tp/ref + hvy outpost scheme, but its low research speed, pretty underpowered turrets, etc, make it weak.
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.
I dunno. The turrets may do less dps, but you will be hitting with more shots and over a longer period.

Usually though, "skill" is used to covertly mean "match the game exactly to my level of competence." Anyone who is at all worse than me should fail utterly (and humorously!) and anyone better is clearly too caught up in the game and their opinions shouldn't count.
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- Posts: 3170
- Joined: Sun Jul 16, 2006 12:51 am
Look. It has turrets on its ints that are weaker than MG. I mean, why not just take two ints?juckto wrote:QUOTE (juckto @ Sep 28 2008, 07:59 PM) I dunno. The turrets may do less dps, but you will be hitting with more shots and over a longer period.
Jesus. /rolleyes.gif" style="vertical-align:middle" emoid=":roll:" border="0" alt="rolleyes.gif" />
IG: Liquid_Mamba / FedmanUnknown wrote:[Just want] to play some games before Alleg dies for good.
I don't want that time to be a @#(!-storm of hate and schadenfreude.