If you were to design a faction

Allegiance discussion not belonging in another forum.
HSharp
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Post by HSharp »

Edmond wrote:QUOTE (Edmond @ Jul 5 2010, 04:56 PM) 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 modengine game.
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HSharp
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Post by HSharp »

Edmond wrote:QUOTE (Edmond @ Jul 5 2010, 04:56 PM) 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 mod engine game.
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WolfDeSol
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Post by WolfDeSol »

i think a interesting gimmick i would give to a faction would be that the tech bases need different tech rocks than the normal factions
as in
exp plants on SI rock
sup plants on UR rock
tact would plant on the CR rock
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Skutch
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Post by Skutch »

Iron_Wolf wrote:QUOTE (Iron_Wolf @ Jul 5 2010, 06:20 PM) i think a interesting gimmick i would give to a faction would be that the tech bases need different tech rocks than the normal factions
as in
exp plants on SI rock
sup plants on UR rock
tact would plant on the CR rock
Oh, making an already difficult game even more confusing seems like a good idea ;) . Wasn't there another thread about that ? :whistle:
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oldGB
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Post by oldGB »

>>Big Bertha cannons?!

>>Btw do you have any of the AM stuff left?

Hey spidey

oh well i would have to look for the files. Afaik pkk kept them somewhere but... durrr honestly i dunno.
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Post by Grimmwolf_GB »

Oh, oldGB is back, cool. :)
WhiskeyGhost
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Post by WhiskeyGhost »

I had a few more ideas laying about i've dug up, though they are a bit iffy.

Basically, the idea is that the faction has only one buildable base (a garrison only buildable on tech rocks, for all intents and purposes) which serve as the garrison, techbase (research to unlock the path/paths you want to go), teleporter, and be the only place for miners to offload. The economy would have a high capacity/yield, with a slow mining rate with slow ripping, but fast moving miners.

The basic strategy would be to build a second garrison (i've got it ballparked to around 15k in cost), and ship it out to a choke point, then to either tech up with a carrier helping to harass the enemy econ (and perhaps a second to support your own since you will have lots of empty sectors due to a lack of outposts and teleporters).

It would also be required to research Starbase in order to unlock Adv. Tech research, so if you see them suddenly go from garrisons to starbases, you know advanced tech is coming soon as well. One of the factions perks was supposed to be a researchable carrier alternative, basically a slow moving carrier (50/m) with minor base hull.

edit: left out the part about SY, since it was tacked on in a following page......says SY functions the same as regular factions, that was disappointing lol


There's a few more on this list but this one is the only one i still consider an interesting idea among them.
Last edited by WhiskeyGhost on Mon Jul 05, 2010 6:13 pm, edited 1 time in total.
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Rand0m_Numb3r wrote:QUOTE (Rand0m_Numb3r @ Aug 9 2007, 12:27 AM)CURSES I HAVE BEEN DEFEATED!
Jyppa
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Post by Jyppa »

I would love to see a "kamikaze" faction, with ships somehow optimized for ramming, and with a little peashooter gun on the pods, just so they can always go down fighting.
Elzam_
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Post by Elzam_ »

Skutch wrote:QUOTE (Skutch @ Jul 5 2010, 12:45 PM) Oh, making an already difficult game even more confusing seems like a good idea ;) . Wasn't there another thread about that ? :whistle:
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DoomKnight
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Post by DoomKnight »

Iron_Wolf wrote:QUOTE (Iron_Wolf @ Jul 5 2010, 11:20 AM) i think a interesting gimmick i would give to a faction would be that the tech bases need different tech rocks than the normal factions
as in
exp plants on SI rock
sup plants on UR rock
tact would plant on the CR rock
Think I said this in a NOAT a few nights ago for a LOL.

A faction I would dream up would have the following:


Haven't thought up a name. **
Miner: Tougher (1.2), Slower(.8), and has a higher yield (~1.15)
SC tower (as Technoflux) $1000 (but instead of them shooting PW, they would shoot lasers @ 0.01 shots/sec to have them appear as a continuous beam to pilots.)
No caltrops, instead:
Missile Defense Platform. Shoots massive Quickfires. $1500
No refinery, instead:
Heavy BFG Platform (big fracking gun)(non galvable) for any special rock. Extreme firing signal, range and damage (5000m or so?). extremely poor rate of fire (1 shot/min?). Mya have a moderate turn rate, to swing the gun mount into position and has approximately 1/2 the cost of a tech base.
no scouts per se, but a Recon Ship instead. (i.e. A ship with paper hull, no shields, .5 -.75 signal, 150% (2k or so) scan range, no weapons, dreg speed) default loadout would be 5 empty slots. cannot rip. Rips can be upgraded with upgraded garrison
Nanite: Same hull and shields as a standard starting fighter. Can load Missles,probes, pulse probes, and bombs but cannot use gats or minis. Help newbies with the VC of need Nanites :lol:
Starting Lt. Stealth fighters: Capable of carrying AW bombs, probes, pulse probes, and shooting hunters and killers
A small light ripcord receiver: for $1500 or so. (small ships only could use it)
A large Heavy ripcord receiver (non galvable) for about 4k.
No prox
AW Small bomb/grenade. deploy-able. e.g. after 5 seconds, it explodes and spikes damage to all small enemy craft withing a 500m radius. *
Medium AW bomb/Grenade. deploy-able. e.g. after 5 seconds, it explodes and spikes damage to all small-medium enemy craft within 1000m radius. *
HTT could have PE lasers as main weapons to strip base shields (only), rather than missles.
Bombers could have PE lasers as main weapons to strip bases, rather than missles. Can deploy Bombs.
Energy Batteries: (consumable (used in cloak slot)) for the Capital ships such as the Attack Carrier (which hardly get used in games)
Rocket Turrets. range of up to 3000, and each rack of rockets should be like 100 rockets or so.
Leeching PE Sniper: Less damage to hull and shields as sniper 1, but each hit also drains a few points of energy to hinder TF and IC miners, Rixian SR scouts, Assault ships and carriers. Each hit would add some energy to the Stealth Fighter that fired it (if coding permits)

* AW (Area Weapon) Bombs would have heavy mass, a fully loaded scout would fly like a belter basic fighter. ALSO: I think it could be a good counter for interceptors.

** some disadvatages could be longer research time (Approximately as Technoflux), More expensive technologies (such as Belters)
Last edited by DoomKnight on Tue Jul 06, 2010 4:15 am, edited 1 time in total.
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