GP: Allow Shipyard

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TurkeyXIII
Posts: 1460
Joined: Thu Dec 06, 2007 3:18 am
Location: Melbourne, Aus

Post by TurkeyXIII »

Can figbees and NG sbs be allowed regardless of sy on/off settings? Why were they tied to sy GP in the first place?
QUOTE (Randall Munroe)14.2: Turkey consumption rate of the average American in milligrams per minute[/quote]
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Valiance
Posts: 561
Joined: Sun Nov 30, 2008 4:06 pm

Post by Valiance »

Heavy boost and retro boost are also shipyard dependant for some obscure reason...
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Dark_Sponge
Posts: 386
Joined: Sun Dec 23, 2007 4:43 am

Post by Dark_Sponge »

This bugs me too. I know the SY switch was supposed to be a large game button or something, but it's just annoying to have all those tech dependent on it.
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Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

Noir tied those techs to the SY switch when he introduced them in DN for two main reasons:

1) So that tech that was overpowered in very small games could be turned off (XRM, NG sb's, etc).
2) So people that didn't like all the new tech could flip a switch and revert back to more "old school" alleg.

I'm not sure it is relevant anymore. We are actually finding that things like XRM and FigBees are actually more broken in the very large games we currently see on the weekends, for example.
Last edited by Adaven on Tue Feb 10, 2009 5:30 pm, edited 1 time in total.
Vlymoxyd
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Post by Vlymoxyd »

I think it's pretty obvious why XRM and figbees are better in large games than small ones. XRM are completely useless in a small game. Imo, the SY tag should nerf xrm and figbees or having no SY on should boost xrm and figbees. I'd rather have nerfs/perks than complete removal.
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MashMellows
Posts: 61
Joined: Fri Sep 14, 2007 3:42 am
Location: rainforrest

Post by MashMellows »

I'd actually like to see Caps being able to drop super pulse probes. Makes freighters etc. more useful
Grzegt
Posts: 86
Joined: Thu Oct 25, 2007 10:00 am
Location: Poland

Post by Grzegt »

Would it be possible to make XRM available only when SY is off?
sambasti
Posts: 1054
Joined: Wed Mar 26, 2008 12:55 am
Location: the SF hiding in your home

Post by sambasti »

I was comming a game a while ago. It started out small 7 on 7 (like they always do), so the other com turned off sy. In the end, we had a 25 vs 25 game that wouldn't end since it is impossible to tp2 reg bomb vs adv sup. It was 2 hours, the team was sick of it, they wouldn't draw, so we resigned. :P

In other words, we at least need XRM or FigBees whether or not sy is on.
badpazzword
Posts: 3627
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Post by badpazzword »

Also can we get weaker carriers with SY off? Carrier pushing in games small enough to have SY turned off (think 5vs5) can be a real pain.
Last edited by badpazzword on Mon Feb 16, 2009 7:19 pm, edited 1 time in total.
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Valiance
Posts: 561
Joined: Sun Nov 30, 2008 4:06 pm

Post by Valiance »

Quoting myself just to point out how goddamn stupid this truly is:
Valiance wrote:QUOTE (Valiance @ Feb 10 2009, 09:47 AM) Heavy boost and retro boost are also shipyard dependant for some obscure reason...
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