How would you fix Ship Yard?

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TheDevil
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Post by TheDevil »




Currently Working on Supremacy and Tactical

EDIT: Mistype on the EXPYARD sheet, the note should say, EXP caps CANNOT rip
Last edited by TheDevil on Sun Apr 08, 2012 12:31 am, edited 1 time in total.
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phungus420
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Post by phungus420 »

HSharp wrote:QUOTE (HSharp @ Apr 7 2012, 05:26 PM) I don't understand why you are having Cruiser with exp when it is obviously more sup oriented with it's ability to rip (as opposed to MF which can cloak and is strong and Belter version (maybe put for all versions) can NG), and devastator suits Exp more by being a ship soley on AB weaponry then turrets. Destroyer works well for Tac with long range missiles of death.

Exp -> Frig/Devestator
Sup -> Ass Carrier/Cruiser
Tac -> Ass Ship/Destroyer
(MK5 Tech) Starbase + Techbase + Drydock-> Battleship
SY Standard-> Corv/Freighter

Yeah, you're probably right. Crucial thing is to let MFrigs and Cruisers carry aleph res so that they can have the support mkIV/endgame tech role to break aleph camps. Also really think Ass Carriers should be able to rip in bombers and fbs (give them rip2) to give the Ass Carrier a similar mkIV/endgame role.
Last edited by phungus420 on Sun Apr 08, 2012 12:51 am, edited 1 time in total.
phungus420
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Post by phungus420 »

For those who like the mkIV idea, when should SY be buildable?

In my mind it makes sense to only have the con available once a team has an advanced tech base, either Advanced Tac/Sup/Expo or Starbase.
Mastametz
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Post by Mastametz »

weaker ships with standard tech base, stronger ships with adv tech base
and still with the ability to research drydock at any point for moar upgrades
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phungus420
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Post by phungus420 »

Sheriff Metz wrote:QUOTE (Sheriff Metz @ Apr 7 2012, 05:56 PM) weaker ships with standard tech base, stronger ships with adv tech base
and still with the ability to research drydock at any point for moar upgrades
This would mostly work, except MFrigs would still be available too early if all you need is a basic Expo. I suppose MFrigs could lose skycap turrets and only have AC - so you'd need to D the Frig with ints or crappy AC1. In such a scenario it would be like this:

SY buildable with techbase:

Shipyard:
Expo - MFrig (No skycap turrets - only AC, but can mount Aleph Res, No shields?)
Sup - Attack Carrier (same stats as Attack Carrier currently)
Tac - Corvette
Starbase - Freighter

Drydock (requires Advanced Tech base to upgrade)
Adv Expo - Devestator, Heavy Frigate (can mount skycaps, aleph Res, and NG)
Adv Sup - Super Carrier (rip2 - can rip in BBRs/fbs), Cruiser (can mount Aleph Res)
Adv Tac - Ass Ship, Destroyer

Rainbow - Battleship
Last edited by phungus420 on Sun Apr 08, 2012 3:30 am, edited 1 time in total.
Mastametz
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Post by Mastametz »

I wouldn't give aleph res the standard exp mfrig
aleph res should be available for MKIV-style ships to break turtles
shouldn't be having to worry about that at that point when you're still using enh tech
There's a new sheriff in town.
dusanc
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Post by dusanc »

I really think SY as mk4 tech should be buildable after advTechbase because:
1. You build mk4 tech AFTER mk3 tech
2. You'd stop SY rush strategy


Other thing is I believe in this scenario SY should have only 2 levels of ships, get rid of researching medium class etc., expensive basic SY and expensive drydock.
So something like HSharp said:
Mk4_____________________________Mk5
SY+advExp -> Frig_______________Drydock->Devestator
SY+advSup -> Ass Carrier_________Drydock->Cruiser
SY+advTac -> Ass Ship____________Drydock->Destroyer
SY +Starbase -> Corv/Freighter_____Drydock->Battlecruiser?

Mk6: Starbase + (adv?)Techbase + Drydock-> Battleship


PS. What about TF?
PPS. Mk5 ships can use aleph res and NG?
Last edited by dusanc on Sun Apr 08, 2012 9:20 am, edited 1 time in total.
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Adaven
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Post by Adaven »

Pertaining to the issue of turrets tying up vast amounts of manpower (and being rather boring) for the 10+ minutes it takes to reach your target (20+ if Assault ship):
- Paint a green door on the side of each cap
- Change the code so that if you hit the "door" in a scout/fig/int and there's a slot open on the cap, you'll take over that turret.
- ctrl + DDD to relaunch in your original ship (5 second countdown to prevent abuse?)
Last edited by Adaven on Mon Apr 09, 2012 5:01 am, edited 1 time in total.
Mastametz
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Post by Mastametz »

Adaven wrote:QUOTE (Adaven @ Apr 8 2012, 10:00 PM) Pertaining to the issue of turrets tying up vast amounts of manpower (and being rather boring) for the 10+ minutes it takes to reach your target (20+ if Assault ship):
- Paint a green door on the side of each cap
- Change the code so that if you hit the "door" in a scout/fig/int and there's a slot open on the cap, you'll take over that turret.
- ctrl + DDD to relaunch in your original ship (5 second countdown to prevent abuse?)
yessss
There's a new sheriff in town.
Broodwich
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Post by Broodwich »

Adaven wrote:QUOTE (Adaven @ Apr 8 2012, 10:00 PM) Pertaining to the issue of turrets tying up vast amounts of manpower (and being rather boring) for the 10+ minutes it takes to reach your target (20+ if Assault ship):
- Paint a green door on the side of each cap
- Change the code so that if you hit the "door" in a scout/fig/int and there's a slot open on the cap, you'll take over that turret.
- ctrl + DDD to relaunch in your original ship (5 second countdown to prevent abuse?)
in addition to being awesome this would also open up a huge line of puns
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Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
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