AI Turret and more!
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TheAlaskan
- Posts: 2256
- Joined: Tue Apr 03, 2007 2:15 am
- Location: Denver, CO
I don't encourage matic-empowerment ideas. This would give him retard strength
Last edited by TheAlaskan on Tue Jul 17, 2012 2:38 am, edited 1 time in total.
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Malicious Wraith
- Posts: 3170
- Joined: Sun Jul 16, 2006 12:51 am
250 credits for an AC turret, 500 for SC. Rate of fire (and hence damage) half that of a normal (human operated) turret.Goetia wrote:QUOTE (Goetia @ Jul 17 2012, 12:14 AM) One my greatest worries is to properly balance the AI turrets,range nerf is an obvious nerf,but i'm most worried that the AI turrets get overpowerful
A cruiser with four AI turrets would have the firepower of one with two human turreters, and cost 2k more. 1k credits gets you a solo bomber with the equivalent of a single gunner, or $750 adds 50% to your one gunner.
Something like that anyway.
Last edited by Adept on Wed Jul 18, 2012 6:15 am, edited 1 time in total.





<bp|> Maybe when I grow up I can be a troll like PsycH
<bp|> or an obsessive compulsive paladin of law like Adept
ahh yes, the good ol days when people played/tested allegSpunkmeyer wrote:QUOTE (Spunkmeyer @ Jul 16 2012, 06:31 PM) imagine tp drops with 6 bombers ripping in

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Spunkmeyer
- Posts: 2013
- Joined: Fri Jun 27, 2003 7:00 am
- Location: Contact me regarding: CC, Slayer and AllegWiki.
Trading money-for-manpower is similar to the idea of strong SY as finishing tech, so probably has similar pros & cons.Adept wrote:QUOTE (Adept @ Jul 24 2012, 05:14 AM) What did you guys think of my suggestion for half-effect AI turrets?
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