Current SG factions

Development area for FreeAllegiance's Community Core.
Dorjan
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Post by Dorjan »

The key to balancing Alleg would be understanding why people use some factions over others. I think it is pretty clear though:

Tier 1: TF, Dreg and IC
Tier 2: Belters, Giga and BIOS
Tier 3: OH, Rix, and GT

Yes we could leave things how they are to allow 3-6 of our factions to be only played when a commander feels like messing around but surely it'll be more fun for everyone if all the factions are equally viable?

IMO the line is grey between Tier 1 and 2 as they favour certain maps better / worse. IC in theory atm could be considered Tier 2 imo

Thoughts?
Last edited by Dorjan on Fri Nov 26, 2010 2:10 pm, edited 1 time in total.
I decided to relive the days gone by in my new blog.
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Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
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pkk
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Post by pkk »

pkk wrote:QUOTE (pkk @ Sep 27 2006, 04:19 PM) Time to spunkbalance balance DN CC... :doh:
:rofl:
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Hahahaha, did you really pull a quote from 2006? :D

Well, I agree overall, but my impression is slightly different. I'd put them in three tiers:

First tier: IC, TF, Dreg - all have great ints, excellent econ.

Second tier: Belters, Giga, BIOS. I think the mass penalty of belter figs and ints SHOULD be reduced to the mass penalty of their SFs (I think the numbers are 67% vs 50% or so, from memory. There is really no reason for the inconsistency) and perhaps a little extra fuel provided. That'd move Belters to the first tier. Giga has excellent econ and can win if the total money setting is jacked up to 1.5+ or resources set to scarce and the team can offer some miner D. BIOS is tricky. I'm not convinced payday nerf was the right choice, because in addition to killing the lost all miners scenario it also adds additional down-time between miner loads in few-miner situations. It seems to me the correct action would have been to roll back some of the historical boosts instead and rethink the skycap boost. And heavy cloak is still too heavy.

(I'd like to have some comments on this, as admittedly there may be a significant Belter perk or additional Giga nerf I've missed)

Third tier: OH, Rix, GT. Can't say much about OH. I've seen your Rix thread, will comment there. GT....I consciously designed GT to be very different tech and econ-wise, so it had taken me three or more iterations, with huge changes for each, to balance GT to the point where I felt comfortable with its strength relative to other factions.... even at that point it wasn't usable for squad games. DN GT, which is what you are playing now, feels more like my first iteration in terms of relative balance.
Last edited by Spunkmeyer on Fri Nov 26, 2010 1:59 pm, edited 1 time in total.


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Dorjan
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Joined: Sun Oct 07, 2007 9:56 am
Location: England

Post by Dorjan »

Agreed, edited opening post to represent
I decided to relive the days gone by in my new blog.
---
Remember, what I say is IMO always. If I say that something sucks, it actually means "I think it sucks" OK?
Cookie Monster wrote:QUOTE (Cookie Monster @ Jan 31 2012, 03:09 PM) True story.

Except the big about dorjan being jelly, that's just spidey's ego.
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Spunkmeyer
Posts: 2013
Joined: Fri Jun 27, 2003 7:00 am
Location: Contact me regarding: CC, Slayer and AllegWiki.

Post by Spunkmeyer »

Regarding IC tier 1 - with a commander micro-managing miners, and the team deploying rescue probes in the sectors adjacent to mining areas, and game settings at their common defaults of 1 total money and Nomal resources.... IC cannot be anything but tier 1. Rescue probes with 10% sig and 1000 scan are very, very, very OP and make it trivial for an aware commander to rip miners out of danger, and your econ works more or less at the same rate as the enemy till you rape a miner or two, when you take over. And you are essentially impervious to sup till figbees to boot.

If enemy has game settings and boosts the per rock money sky high, you don't manage miners, you don't even buy enhanced miners and your team doesn't deploy RPs.... then it's a completely different story but then you've deserved the loss.


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HSharp
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Location: Brum, UK

Post by HSharp »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Nov 26 2010, 02:26 PM) Regarding IC tier 1 - with a commander micro-managing miners, and the team deploying rescue probes in the sectors adjacent to mining areas, and game settings at their common defaults of 1 total money and Nomal resources.... IC cannot be anything but tier 1. Rescue probes with 10% sig and 1000 scan are very, very, very OP and make it trivial for an aware commander to rip miners out of danger, and your econ works more or less at the same rate as the enemy till you rape a miner or two, when you take over. And you are essentially impervious to sup till figbees to boot.

If enemy has game settings and boosts the per rock money sky high, you don't manage miners, you don't even buy enhanced miners and your team doesn't deploy RPs.... then it's a completely different story but then you've deserved the loss.
TF Beacons are more OP (yes less scan range but the lower sig is more handy imo) and cheaper.
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pkk
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Post by pkk »

HSharp wrote:QUOTE (HSharp @ Nov 26 2010, 03:32 PM) TF Beacons are more OP (yes less scan range but the lower sig is more handy imo) and cheaper.
No more since CC_08... :blush:
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
HSharp
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Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

I had the worrying feel the cost perk was nerfed in some recentish CC but don't have ICE at work to check it, thanks to pkk for keeping me honest.

Still prefer stealthy Beacons.
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Spunkmeyer
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Joined: Fri Jun 27, 2003 7:00 am
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Post by Spunkmeyer »

Holy @#(!, 5% sig?????????????????

so under 4% with exp....

What do you do, just dump them in front of heavy scouts to $#@! with them?


Want bigger games? Log on to play at the official game time: 9pmET/8pmCT/7pmMT/6pmPT every day of the week. Also Saturdays 8pm UTC.

pkk
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Joined: Tue Jul 01, 2003 7:00 am
Location: Germany, Munich

Post by pkk »

Spunkmeyer wrote:QUOTE (Spunkmeyer @ Nov 26 2010, 03:51 PM) Holy @#(!, 5% sig?????????????????
Original Pod Beacon had only a signature of 1% and no scanrange... :ninja:
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.
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