Turrety Idea

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Correct
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Post by Correct »

It was just a random idea I had. Still 50 times better than any of Adepts threads. I like guis alteration the best and was also considering a small cost cutting measure. You could even take things further and make bombers/gunships/caps free and add cost per turret/abs/nukes.
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.

People just take stuff too seriously I think. Except IB, of course.
Raveen
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Post by Raveen »

Or, to keep bombers where they are, keep AC free but add a cost to SC and LongTom. Adjust ships costs to match whatever you're trying to achieve (make them cheaper or more expensive, whatever).
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raingriffin
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Post by raingriffin »

Now please notice this is coming from someone with virtually nonexistant experience in alleg but...

Why not consider this idea under another perspective? I think the basic idea here was to stress the importance of handling an economy and making people care about their purchase so.

Why not making it so you can actually pay a bomber according to the number of mounts? i mean you get a 1 mount bomber for a lower price? on the other hand, if it WOULD be possible, why not getting "mod bombers" once the bomber feature is researched? for example bombers with turrets which have quicker turn rates? they may cost like, 150 more, still have the same stats except for quicker turning speed, which as a novice turreteer i'd find nice when i am against quick sidethrusting vets, or just when you jump in a camp and they're just that freaking 90-130 degrees away from where you are facing :P
Somehow giga lux techs come to mind: it'd be nice if you could, for example, add in a turret mount for a price. Now i know that may be very hard codewise and maybe unfair for giga whose lux tech is paramount, so i'll stop sputing nonsense, but i think i may have made my point: wouldn't be a "tailored custom" ship concept a good choice for a more economy handling wise gaming experience?
-sing- Just always look on the bright side of life -whistle, bow to monty python's Life of Brian-

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Spinoza
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Post by Spinoza »

I thought of this a while back as a nerf to heavy scout cheese.
I don't think it's a good idea for any other ship though, maybe stangs.

FYI it's possible to make two copies of a single turret. A mini AC which costs money and is the only one that fits on a hvy scout and a regular version which goes on other ships. I know it would seem inconsistent but the purpose is to put a price on the hvy scout's ability to pwn.
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notjarvis
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Post by notjarvis »

Spinoza wrote:QUOTE (Spinoza @ Jul 29 2009, 12:55 PM) I thought of this a while back as a nerf to heavy scout cheese.
I don't think it's a good idea for any other ship though, maybe stangs.

FYI it's possible to make two copies of a single turret. A mini AC which costs money and is the only one that fits on a hvy scout and a regular version which goes on other ships. I know it would seem inconsistent but the purpose is to put a price on the hvy scout's ability to pwn.

Or you could create a Hvy scout version with a turret which costs money, and a hvy scout which has no turret, which is free.

This would also stop annoying noobs jumping on your scout turret when you want to be turreted....
Last edited by notjarvis on Wed Jul 29, 2009 12:20 pm, edited 1 time in total.
Spinoza
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Post by Spinoza »

notjarvis wrote:QUOTE (notjarvis @ Jul 29 2009, 03:19 PM) Or you could create a Hvy scout version with a turret which costs money, and a hvy scout which has no turret, which is free.

This would also stop annoying noobs jumping on your scout turret when you want to be turreted....
Yes, the problem (or feature) is that the two ships types will show up different in the HUD and minimap. Being able to instantly tell apart a scout with a turret from one without could change game mechanics and require more tweaks later...
For example, people would demand the turreted scout have higher sig.
A turreted scout would draw more attention if it was trying to TP2.

I'm not saying it would be bad, but it would definitely have consequences.
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Xeretov
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Post by Xeretov »

QUOTE We should put turrents on bases.[/quote]
Spidey is going to explode if you people keep trying to derail these discussions.
Last edited by Xeretov on Wed Jul 29, 2009 3:34 pm, edited 1 time in total.
Abomination
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Post by Abomination »

This is a great idea, because it makes turrets on heavy scouts cost money, right? And I am all for anything that nerfs a turreted heavy scout.

yeah, i said it, scout "whores"
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Makida
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Post by Makida »

Xeretov wrote:QUOTE (Xeretov @ Jul 29 2009, 11:32 AM) Spidey is going to explode if you people keep trying to derail these discussions.
Really? Boom? Are... are you trying to encourage me? ^_^
Vortrog
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Post by Vortrog »

Do we really want games to last longer by requiring more money to provide for gameending tech? or you can read as
Should the penalty for good strategy be punished economically?

Whats next.....50 credit charge for Galvs or Mini3?
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