Difference Core

Development areas for Allegiance core (IGC) design.
HSharp
Posts: 5192
Joined: Fri Aug 11, 2006 11:18 am
Location: Brum, UK

Post by HSharp »

Death3D wrote:QUOTE (Death3D @ Mar 1 2011, 04:13 PM) BRING TURKEY CORE BACK! (or actually, into relevance) I want to fly Bios/Rix Hvy int hybrid!
+1!
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RoboTel
Posts: 67
Joined: Fri Apr 02, 2004 8:00 am

Post by RoboTel »

Well, I might as well list some of the changes I am intending to implement. About half of these are completed and tested on as practical a level as I can do alone.


Giga:
Increase shield strength to 1.2
Decrease Hull to .85
Increase Speed by 1.05
Miner Capacity to 2

Giga Miner:
Increase in scale by 2x
Increase in mass to 3x.
Increase top speed by about 10%.
Gains Large Shield (which has been heavily nerfed).
Decrease in sig to normalize after Large Shield




Technoflux:

Decrease Max speed to 0.8
Increase (reset) ship accel to 1.25
Set small ship base mass to 50% from 80%. Normalized thrust and turn torque.
Increased side and reverse vector thrusts on most small ships to 1.


TF Miner:

Increase Mine speed to 2.25
Decrease Capacity to 0.5
Decrease mass to 50% from 80%.
Decrease max speed by further 10

All other drones follow similar Mass/speed changes.



Dregh
Increase H3 Yield to 1.4
Decrease Mine speed to 0.6
Decrease Mine capacity to 0.7
Increase Research cost to 1.3
Decrease Cost of H3 Mine research by approx 60% (to 3750 base)
Decrease Cost of H3 Mine to 5000 (from 7000)
Decrease H3 Mine gain to 500 (from 750)

Increase Speed global to 1.3
Decrease Acceleration to 0.75
Increase Missile Damage to 1.15
Decrease Sensors to 0.85
Decrease Signature to 0.9
Decrease Ship Energy to 1.1


Future Work:
Add in specialized Rix Techs.
Make all Rix scouts SR.
Add in specialized Bios Techs.
Correct Belter slots to carry new tech.
Changing other faction globals.
Reduction of level 1 shields, normalization with most weapons. Increase in research cost, slight.




Again, feedback is appreciated. Especially about what I am doing wrong and why. Acceleration might need to be tweaked down again, but for small craft it should be at a lower effective level for TF than it was during the last CC.
RoboTel
Posts: 67
Joined: Fri Apr 02, 2004 8:00 am

Post by RoboTel »

Rix Techs: Garrison
Seismic Aleph Res
Zone Clearer (Any rock deleting constructor).


Rix Techs: Exp
SR AB EMP Cannon (Int mounted)
XR AB EMP Cannon (Bomber/HTT Mounted)

Rix Techs: Sup
Heavy TP Probe (Created by constructor, full rip)
Light Bomber (SR capable, ripping consumes all energy).

Rix Techs: Tac
SR Anti-Station Drone (One shot, short range, 20 sec prep, stealth and scout carryable, cost per)
EX Anti-Fighter Drone (Costs 100, high mass, high range, low damage, 1 minute duration)

These are what I have done so far and are probably all I will do for specialized Rix techs. As the purpose is things they will not usually get, but might want to get under certain circumstances, it is a bit hard to add more diversity.


Again, feedback is appreciated.
RoboTel
Posts: 67
Joined: Fri Apr 02, 2004 8:00 am

Post by RoboTel »

After some basic testing I have determined I will need any large-scale changes I do to be incrementally added. There are some who might say it is obvious that many of the larger changes would be difficult to balance, but in keeping in with the number of factions it gets pretty awkward.

In order to keep in-line with the spirit.

Most faction GAs will be brought to the level when they were highest. If this causes problems (TF Accel), I will try to cut out the part of this that is most problematic and try to retain the spirit of the advantage.


For example,
TF accel will be be brought to current CC standards. All TF drones will instead have substantially reduced mass (brought to 50% base for other factions).

I should be able to release an actual change-log and perform more significant testing soon, if people are interested.
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