Faction: Omicron Hive

Catch-all for all development not having a specific forum.
RoboTel
Posts: 67
Joined: Fri Apr 02, 2004 8:00 am

Post by RoboTel »

Every time I look at the stats it confuses me, maybe that is because I don't have much experience.

Is it just me, or do you lose offensive power every time in this faction by having the turrets manned. The turrets just seem across-the-board weaker than another ship of the same kind. When combined with the pilot, they come out only marginally ahead of their turreted competition, but they are going to be outnumbered 2 to 1.

Am I missing something about this faction?
ShadowFox_
Posts: 518
Joined: Thu Dec 15, 2005 8:00 am
Location: Seattle
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Post by ShadowFox_ »

Good point.
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Weylin
Posts: 669
Joined: Fri Mar 17, 2006 8:00 am

Post by Weylin »

It's a real bummer that they wont have turreted ints and figs now, just an extra turret on bombers and gunships... boring
That was like, the main aspect, a turret faction, everything has a turret of some sort.
The ship unturreted wasn't supposed to be all that good, maybe 0.75 of a regular ship, but the turret would boost it to being as powerful as two individual normal ships.

At least the models look awesome
ShadowFox_
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Post by ShadowFox_ »

Need to add the turret aspects back.
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Death3D
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Post by Death3D »

'Two version of each shiptype' time. One that is turreted (and has extra hull but less guns) and 'standard' one.
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Adept
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Post by Adept »

ShadowFoxx wrote:QUOTE (ShadowFoxx @ Nov 3 2009, 05:10 AM) Need to add the turret aspects back.
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Andon
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Post by Andon »

Perhaps, instead of having each ship have a turret and all that - Maybe have something similar to Giga's Lxys - At top level, you can take the standard ship, or you can take the turreted version
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RoboTel
Posts: 67
Joined: Fri Apr 02, 2004 8:00 am

Post by RoboTel »

Why was it the turrets were removed? Was it because the turrets weren't very good and requiring them on every vehicle lead to catastrophe?

The easy way to fix this is to give their ships 80% of a normal ship's offensive power and their turrets 120%. Calculate them off of base numbers then let the players sort it out. As long as most of the offensive capacity remains in the turret (which has other, additional, advantages) then the faction works just fine. On a vaguely related note, I find it odd that they don't have some sort of super-nan mountable on a turret. Seems in line with the faction and would make for some awesome bombing runs.
Valiance
Posts: 561
Joined: Sun Nov 30, 2008 4:06 pm

Post by Valiance »

ShadowFoxx wrote:QUOTE (ShadowFoxx @ Nov 2 2009, 07:10 PM) Need to add the turret aspects back.

Also the omega b or whatever that big red gun battlecruisers could fire was beyond ridiculous.

I like the original stats it had (like in this thread), they seemed both cooler and more balanced.
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DasSmiter
Posts: 3820
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Post by DasSmiter »

What the heck? Where are we seeing that turret stuff got removed (not that it was a great idea in the first place)?
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