Faction: Archangel Empire
-
WhiskeyGhost
- Posts: 1014
- Joined: Wed Dec 06, 2006 9:15 pm
- Location: Gulf Coast, guess which one?
Well, it's definately a bit different in some ways, the concept could work out interesting. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
The lack of scouts will hurt, though it would be interesting to see a heavily armoured and shielded opcon escorted by half a dozen fighters scouting for alephs. Might be a bit slower then an average con, but as long as it can make 80-90 mps should be fast enough.
Having purchasable Burst Arrays (which I presume would hand over pp tech to other factions when picked up, or no?), mountable on fighters (or on ints as well?) is a nice idea. I don't know about making them more effective then pps though, since they are pay per use, as long as they aren't that much better shouldn't be an issue.
Now, you said no scouts at start, will there be a scout-like ship available for research?
Or maybe, instead of starting with lt ints and fighters but no scouts, start them out with free patties?
Then you would have somewhat the ability to scout, not overly well of course, but certainly better then a fighter or lt int, even with these Burst Arrays.
EDIT- Ack, accidentally deleted stuff while editing, see Barricudas reply for some of what I posted. hehe
/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
The lack of scouts will hurt, though it would be interesting to see a heavily armoured and shielded opcon escorted by half a dozen fighters scouting for alephs. Might be a bit slower then an average con, but as long as it can make 80-90 mps should be fast enough.
Having purchasable Burst Arrays (which I presume would hand over pp tech to other factions when picked up, or no?), mountable on fighters (or on ints as well?) is a nice idea. I don't know about making them more effective then pps though, since they are pay per use, as long as they aren't that much better shouldn't be an issue.
Now, you said no scouts at start, will there be a scout-like ship available for research?
Or maybe, instead of starting with lt ints and fighters but no scouts, start them out with free patties?
Then you would have somewhat the ability to scout, not overly well of course, but certainly better then a fighter or lt int, even with these Burst Arrays.
EDIT- Ack, accidentally deleted stuff while editing, see Barricudas reply for some of what I posted. hehe
/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by jgbaxter on Fri Feb 02, 2007 7:16 am, edited 1 time in total.
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
yes cons start as Enh@ 82mph. the reason i wanna slap scouters is to fins an alt way of acomplishing the same task with out what pepol are used to...in effect force a new way of planing. scouts will be available under Sup tech however.jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Well, it's definately a bit different in some ways, the concept could work out interesting. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
The lack of scouts will hurt, though it would be interesting to see a heavily armoured and shielded opcon escorted by half a dozen fighters scouting for alephs. Might be a bit slower then an average con, but as long as it can make 80-90 mps should be fast enough.
Yeah...burst Arrays are PP to any that pick em up. mountable on figs and ints....the reason for them at start is to use inplace of a scout. gonna be costly, but some skilled pilots with 3/4 Burst arrays can find atleast 2 alephs each. maby give em a 10-15% increase in scan range.jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Having purchasable Burst Arrays (which I presume would hand over pp tech to other factions when picked up, or no?), mountable on fighters (or on ints as well?) is a nice idea. I don't know about making them more effective then pps though, since they are pay per use, as long as they aren't that much better shouldn't be an issue.
yes...scouts will be available in sup tech starting in enh versions with 2 mountable gats, but NO nans can be mountedjgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Now, you said no scouts at start, will there be a scout-like ship available for research?
Pattys are just glorified lt scouts...a patty dosent fit a heavy armed faction me thinks...jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Or maybe, instead of starting with lt ints and fighters but no scouts, start them out with free patties?
maby lower the price on Burst Arrays to 150/100 to ease the econ burdon on the start game...low money settings can hurt to much...jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Then you would have somewhat the ability to scout, not overly well of course, but certainly better then a fighter or lt int, even with these Burst Arrays.
/tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) So, here's my suggestion and it may be whacky...
Starting ship; pattie.
agreed, totaly...refs are for factions that can afford to mine with little or no escort, Arch angels have thrived in hostile areas and need to have forward bases to protect miners.jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Free/New Tech- Burst Arrays; about eqv to a pp, mountable only on patties, cost per use $250 (i think you could get away without this tech if you have patties)
Free Tech- Enh Con (This should make them on average about as fast as the average con, but VERY tough, lord help anyone trying to kill an adv ArcAngel Cons).
Allow miners/Cons to pu pods as well.
No refs, this is tough defence faction, they want a strong base to be close for miner offloading.
gonna make a ship called "Guardian Angel"...able to mount dual nans and nothing else...speeds at 40-50mps in order to nan bases, but just to slow to escort a bomber.jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Scout/Nans- Well, you need a nan. How else will you repair a base? Also you probably don't want it too look too much like Nix, with the unnanable piloted ships and hvy bbrs with tough shields and good hull and three turrets. Still, you could make the nan only on a special "Tug/Tender" that they could also start with. That ship would be really slow at naning and you could also make it only work on bases, or you could make it work on miners too (big tug, 1 turret, slow mover, good armor and shields, pilot has a nan, only use on miners and bases).
jgbaxter wrote:QUOTE (jgbaxter @ Feb 2 2007, 01:14 AM) Anyway, I hope my thoughts help give you ideas. /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
indeed and i thank you...this is how we make it right! better to start the ballance now than after i could get in game
the universe is a big place...you will not be missed.
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<---and one bunny to rule them all...
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I was editing my post and messed up, glad you saw it and quoted me. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Here's what I was working on...
BTW, patties are nasty. I realize some of this you already replied to, but since I organized it a bit, here ya go. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Starting Ship
Patties ( yea yea I know you think it's a lt sct but but wait, read on hehe )
Faction Perks
Strong Ship Hulls & Shields (1.0/1.2)
Strong Base Hulls & Shields (1.1)
Regular / Hvy BBR with 3 turrets.
Miners & Cons pu pods.
Greater PW/EW Damage/Range (1.2)
Miners may offload at tech statations (no refs, miners like protection)
2k Heavy Caltrop (+33% density/damage) replaces ac drone, also has standard Caltrop.
Good Sensors (1.1)
Faction Weaknesses
8 Minute research time
No scouts, dual nan only on 'Guardian Angel' for non-piloted craft and bases (or just for bases).
Very High mass (need to offset turn and torque like belters so it's turnable hehe)
Accel (.9) and Agility(.9)
Expensive bases +12.5%
General speed nerf (.8)
Money
Miners- Speed (1.0) Yield of (1.125) Capacity (1.25)
Starting money (1.0)
Paydays (1.0)
Faction Specific Tech
Burst Arrays (Research- $0); about eqv to a pp, greater range (+25%) with less duration (-50%), mountable only on patties, cost per use $250.
Guardian Angel (Research- $0); Variation on the scout, scan and sig about the same as a pattie, slow speed around that of a miner (60 mps or so), can mount dual nan/gat/dis, 1 turret gunner (ac).
Light BBR (Research- ~$3k); (basically 1/3 strength/ability of bbr). Pre-req for regular bbrs.
Enh/Adv/Hvy Patties; Enh in Garrison, Adv in Starbase, Hvy with Starbase & techbase to research, lost with loss of starbase.
More thoughts to tinker on. /biggrin.gif" style="vertical-align:middle" emoid=":biggrin:" border="0" alt="biggrin.gif" />
Here's what I was working on...
BTW, patties are nasty. I realize some of this you already replied to, but since I organized it a bit, here ya go. /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Starting Ship
Patties ( yea yea I know you think it's a lt sct but but wait, read on hehe )
Faction Perks
Strong Ship Hulls & Shields (1.0/1.2)
Strong Base Hulls & Shields (1.1)
Regular / Hvy BBR with 3 turrets.
Miners & Cons pu pods.
Greater PW/EW Damage/Range (1.2)
Miners may offload at tech statations (no refs, miners like protection)
2k Heavy Caltrop (+33% density/damage) replaces ac drone, also has standard Caltrop.
Good Sensors (1.1)
Faction Weaknesses
8 Minute research time
No scouts, dual nan only on 'Guardian Angel' for non-piloted craft and bases (or just for bases).
Very High mass (need to offset turn and torque like belters so it's turnable hehe)
Accel (.9) and Agility(.9)
Expensive bases +12.5%
General speed nerf (.8)
Money
Miners- Speed (1.0) Yield of (1.125) Capacity (1.25)
Starting money (1.0)
Paydays (1.0)
Faction Specific Tech
Burst Arrays (Research- $0); about eqv to a pp, greater range (+25%) with less duration (-50%), mountable only on patties, cost per use $250.
Guardian Angel (Research- $0); Variation on the scout, scan and sig about the same as a pattie, slow speed around that of a miner (60 mps or so), can mount dual nan/gat/dis, 1 turret gunner (ac).
Light BBR (Research- ~$3k); (basically 1/3 strength/ability of bbr). Pre-req for regular bbrs.
Enh/Adv/Hvy Patties; Enh in Garrison, Adv in Starbase, Hvy with Starbase & techbase to research, lost with loss of starbase.
More thoughts to tinker on. /biggrin.gif" style="vertical-align:middle" emoid=":biggrin:" border="0" alt="biggrin.gif" />
Last edited by jgbaxter on Fri Feb 02, 2007 5:31 pm, edited 1 time in total.
n.b. I may not see a forum post replied to me or a pm sent to me for weeks and weeks...
i'm not sure about the starting with pulse probes.
we want to limit them, so we put price on them, but since they cost money, we want them to be better than pp so they are useful later on.
but then we have a faction starting with pp mk1.5 with super strong ships.
you can scout VERY fast with pp, having them start with pp mk 1.5 will make them one of the fastest scouting factions as you only need to drop one pp in the sector to scout it.
perhaps, a free version with 2.5k scan range, this means a fig or int may only take two and it may take 2 to scout a sector (depends where you drop them and on alephs). you will have multiple ships scouting, but each one can only really scout 1 or 2 sectors. that may slow scouting.
though perhaps having the stronger 6k scan range version costing $300 may be useful, then an upgrade in gar/star? that boosts it to 7k base scan range to retain usefulness late game when you have pps.
hmm, the scouting could be quite hard to balance, thinking small game vs large game + small map vs large map
we want to limit them, so we put price on them, but since they cost money, we want them to be better than pp so they are useful later on.
but then we have a faction starting with pp mk1.5 with super strong ships.
you can scout VERY fast with pp, having them start with pp mk 1.5 will make them one of the fastest scouting factions as you only need to drop one pp in the sector to scout it.
perhaps, a free version with 2.5k scan range, this means a fig or int may only take two and it may take 2 to scout a sector (depends where you drop them and on alephs). you will have multiple ships scouting, but each one can only really scout 1 or 2 sectors. that may slow scouting.
though perhaps having the stronger 6k scan range version costing $300 may be useful, then an upgrade in gar/star? that boosts it to 7k base scan range to retain usefulness late game when you have pps.
hmm, the scouting could be quite hard to balance, thinking small game vs large game + small map vs large map
I like the idea but having no scouts to nan your ooenign conns and a faction that will be virually blind at game start really limts your ability to expand early game.
Just a thought I had about Arc Angle's starting ships: scouts and a single turreted light Gunship.
This GS would not be able to mount boosters and would have a speed of maybe 80 - 90mps. Low amount of missles per rack and turrets with maybe 1000ms range?
Purchase a gunships/bombers in garrison you get the standard 2 turrets. Plus the GS can mount lt booster
Purchase Gunsships/bombers in upgraded garrison you get 3 turrets. plus you can mount lt/regular boosters on the gunship the pilot has the option.
Once you purchase a tech base you would get standard ships like IC does or set a low cost to purchase figs/ints/stealths.
I think it would be sort of different to have a light GS as a starting ship.
Might make for some interesting games.
Just a thought I had about Arc Angle's starting ships: scouts and a single turreted light Gunship.
This GS would not be able to mount boosters and would have a speed of maybe 80 - 90mps. Low amount of missles per rack and turrets with maybe 1000ms range?
Purchase a gunships/bombers in garrison you get the standard 2 turrets. Plus the GS can mount lt booster
Purchase Gunsships/bombers in upgraded garrison you get 3 turrets. plus you can mount lt/regular boosters on the gunship the pilot has the option.
Once you purchase a tech base you would get standard ships like IC does or set a low cost to purchase figs/ints/stealths.
I think it would be sort of different to have a light GS as a starting ship.
Might make for some interesting games.
Last edited by Papsmear on Fri Feb 02, 2007 1:03 pm, edited 1 time in total.


more pics....
Bomber " Vengence "
Troop Transport " Salvation "
*please note the gas bottles and gas vents.... after the shields down, this unit dose not deploy marines, but nerve gas insted.
Bomber " Vengence "
Troop Transport " Salvation "
*please note the gas bottles and gas vents.... after the shields down, this unit dose not deploy marines, but nerve gas insted.
the universe is a big place...you will not be missed.
(\__/)
( ;..
<---and one bunny to rule them all...
(")_(")
(\__/)
( ;..
(")_(")


