If you were to design a faction

Allegiance discussion not belonging in another forum.
vogue
Posts: 1971
Joined: Sat Mar 27, 2010 3:28 am

Post by vogue »

FreakyStyley wrote:QUOTE (FreakyStyley @ Jun 18 2010, 12:41 PM) I can't think of a name or back story right now, but it needs to have hvy scouts with lancer turrets.
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phoenix1 wrote:QUOTE (phoenix1 @ May 5 2013, 08:35 PM) Vogue is clearly #1 and commanding against him feels like commanding against Spideycw at times... though he lacks that little bit of "I don't care who's on my team or what the factions are, it's going to be a stomp anyways" that Spidey managed to pull off in his heyday.
Makida
Posts: 1793
Joined: Tue May 08, 2007 12:04 pm
Location: Canada

Post by Makida »

FreakyStyley wrote:QUOTE (FreakyStyley @ Jun 18 2010, 12:41 PM) I can't think of a name or back story right now, but it needs to have hvy scouts with lancer turrets.
At this exact moment, somewhere far away, Andon felt a chill run up his spine, but he did not know why.
Arson_Fire
Posts: 98
Joined: Mon Apr 24, 2006 7:00 am
Location: NZ

Post by Arson_Fire »

I'd make a capship faction. Screw SY, just give all the techbases large doors.

From the garrison they would start off able to launch scouts, along with a light attack carrier. About the health of a bomber or gunship, a single AC turret, and a carrier door. No small rip. Cost around 1k each.
Instead of bombers they can research antibase missiles in the garrison to put on the carriers.

Each techpath would have a type of utility capship to go along with their other ships.

Sup would provide corvettes.

Tac would give assault ships.

Exp would have sector support ships. Decent scan range, gives aiming reticule to friendlies in the sector and mounts nanite turrets.
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RoboTel
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Joined: Fri Apr 02, 2004 8:00 am

Post by RoboTel »

That actually sounds interesting.
juckto
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Joined: Sat Jul 30, 2005 7:00 am
Location: NZ

Post by juckto »

Raveen wrote:QUOTE (Raveen @ Jun 17 2010, 02:51 AM) The idea I've had in the back on my mind is a faction with no ops.
Yup
Lindy_Hop wrote:QUOTE (Lindy_Hop @ Jun 17 2010, 04:46 AM) The radically different economy faction idea is a lot less well formed and all my ideas are basically are all riffs on minerless economies. The main idea is that by playing as one, the other team has to alter its strategy significantly because eliminating miners is no longer an option.

3 Possible ideas (although all have problems with them) are:

Mining light bases. Instead of miners the faction starts off with light base he and spec mines. The big idea is that light base building and defense takes the place of miner management and defense.

Payday techs and no ops. The faction can build no ops and no rips. It gets a special gar and sy that can only be built on tech rocks. It may only build tech bases. All bases built have payday increases. The big idea is that playing against this faction strips the game down to protect/remove major bases.

High payday, all ships cost money to fly. You get a high steady income. With it you need to keep producing bases, keep tech going, and keep pilots in the air. If half your team is stuck in base unable to launch because you didn't manage your money, thats your own fault. As for the other side, want to damage their economy, then go whore their pilots.
Yup
WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Jun 18 2010, 02:54 AM) my idea is a faction that has teleporters and outposts that don't require rocks to build on, but count as lt bases.
Yup
neotoxin wrote:QUOTE (neotoxin @ Jun 18 2010, 06:42 AM) My faction: starting tech is SY. All ships spawn from SY.
Yup
Arson_Fire wrote:QUOTE (Arson_Fire @ Jun 19 2010, 03:04 PM) I'd make a capship faction. Screw SY, just give all the techbases large doors.

From the garrison they would start off able to launch scouts, along with a light attack carrier.
Yup
juckto wrote:QUOTE (juckto @ Jun 16 2010, 05:44 PM) bfa_a10.igc

I should really finish that some day.
Yup
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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.
Camaro
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Joined: Sat Jan 28, 2006 8:00 am

Post by Camaro »

Mine would be gigglecorp but with faction specific GAs in the starbase that allows upgrades to their bases.
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barricuda
Posts: 299
Joined: Wed Jul 14, 2004 7:00 am
Location: Los Angeles

Post by barricuda »

the universe is a big place...you will not be missed.
(\__/)
( ;..;) <---and one bunny to rule them all...
(")_(")
oldGB
Posts: 9
Joined: Sun Dec 07, 2003 8:00 am

Post by oldGB »

Harharhar.

Well... uhm...

-Multi Missiles (dual and quad)
-super Long range basekillers (skipper missile etc)
-An hvy interceptor with a gunner on the back
-large defensive turrets (bigger version of the current ones)
-another tech tree aside tac,sup,exp to make it more interesting


basically many things we made for "Antimatter" (the expansion which never made it&#153;) back then. Some / many of those ideas made it
into the game amazingly (albeit slightly altered/ changed) !!!!!!!!!!

Cheers
spideycw
Posts: 7512
Joined: Sun Jul 06, 2003 7:00 am

Post by spideycw »

Big Bertha cannons?!

Btw do you have any of the AM stuff left?
I'm sorry I don't remember any of it. For you the day spideycw graced your squad with utter destruction was the most important day of your life. But for me, it was Sunday
Idanmel wrote:QUOTE (Idanmel @ Mar 19 2012, 05:54 AM) I am ashamed for all the drama I caused, I have much to learn on how to behave when things don't go my way.

My apologies.
EdDaalleg
Posts: 500
Joined: Mon Apr 21, 2008 10:38 pm

Post by EdDaalleg »

Mine would be the Freespace faction. No techbases per se. Instead you get cap ships that allow you research tech. They'd be mobile of course, and AI turreted (but to dodge the turrets you'd only need to do a barrel roll toward the ship!). Maybe even let them rip to the middle of a sector 1s away with a 3 min rip time.


Screw it. I'll just make a whole core.
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